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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Settlers shall obey it.

It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.

If the Ruleset does not properly reflect all legal changes that have been made to it, any Settler may update it to do so.


The process of applying for access to the BlogNomic blog is outlined in the FAQ. A human with access to the blog who is not already a Settler may make a blog post making clear their wish to be a Settler (plural form Settlers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Settler.

A Settler may only change their name as a result of a Proposal approving the change.

Some Settlers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Settlers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.

Idle Settlers

If a Settler is Idle, this is tracked by their name being removed or concealed in the list of currently active Settlers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Settlers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Settlers are not counted as Settlers . The combined term “Idle Settler” can be used to refer to Settlers who are Idle even in rules that do not treat them as Settlers.

If a Proposal contains a provision that targets a specifically named Idle Settler, then that Idle Settler is considered to be Unidle solely for the purposes of enacting that specific provision.

When a Settler is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Settler Idled in a different Dynasty), the Settler is given the default value for new Settlers, if such a value exists.

An Admin may render a Settler Idle if that Settler has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Settler has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Settler if that Settler is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Settler who would be Unidled asked to become (or rendered themselves) Idle within the past 96 hours (4 days), and within the current Dynasty.

Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.

Idle admins can resolve Votable Matters as a non-idle admin would.


BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Settler, known as the Onlooker. If there is no Onlooker, the Dynasty is a Metadynasty.

An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Settler may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.

Votable Matters

A Votable Matter is a post which Settlers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.


Each Settler may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Settler's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Settler never has a Vote, even if they were a Settler previously and had cast a valid Vote.

If a Settler other than the Onlooker casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Onlooker. When the Onlooker has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Onlooker's Vote for the purposes of other rules unless otherwise specified.

A Votable Matter is Popular if any of the following are true:

  • It has a number of FOR Votes that exceed or equal Quorum.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.

A Votable Matter is Unpopular if any of the following are true:

  • The number of Settlers who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and it is not Popular.

Enacting and Failing

Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.

A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.

A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.

This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.


Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).

Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:

  • The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.
  • The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
  • The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.


Any Settler may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Settler already has 2 Proposals pending or has already made 3 Proposals that day).

Special Proposal Voting

When a Settler casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Withdrawn, even if the author later changes their Vote. The Onlooker may use VETO as a voting icon to cast a Vote on a Proposal; when the Onlooker casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Onlooker later changes their Vote.

Resolution of Proposals

The oldest Pending Proposal may be Enacted by any Admin if all of the following are true:

  • It is Popular.
  • It has been open for voting for at least 12 hours.
  • It has not been Vetoed or Withdrawn.

The oldest Pending Proposal may be Failed by any Admin, if any of the following are true:

  • It is Unpopular.
  • It has been Vetoed or Withdrawn.

If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.

When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.

Calls for Judgement

If two or more Settlers actively disagree as to the interpretation of the Ruleset, or if a Settler feels that an aspect of the game needs urgent attention, then any Settler may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

A Pending CfJ may be Enacted by any Admin if all of the following are true:

  • It is Popular.

A Pending CfJ may be Failed by any Admin if any of the following are true:

  • It is Unpopular.
  • It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.

When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Settler (other than the Onlooker) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

A Settler's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is on Hiatus, no Idle Group may be made unidle, and no new player joining requests may be administered..

A Pending DoV may be Enacted by any Admin if any of the following are true:

  • It has a number of FOR Votes greater than 2/3rds of the number of Settlers, it has been open for at least 12 hours, and either the Onlooker has Voted FOR it or it has no AGAINST Votes.
  • It has a number of FOR Votes greater than 2/3rds of the number of Settlers, and it has been open for at least 24 hours.

A Pending DoV may be Failed by any Admin if any of the following are true:

  • It is Unpopular, and it has been open for at least 12 hours.
  • It is more than 48 hours old and cannot be Enacted

If a DoV is Failed and it had at least one AGAINST vote, the Settler who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.

When a DoV is Enacted, all other pending DoVs are Failed, the Settler who posted the DoV becomes Onlooker, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.

If the game is in an Interregnum then the new Onlooker must either Pass the Mantle (by making a post naming a Settler who was not the last dynasty’s Onlooker, in which case the passing Settler ceases to be the Onlooker and the Settler so named becomes the Onlooker) or start a new dynasty by completing the following Atomic Action:

  • Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Onlooker's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
  • Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.

Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Settler's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Settlers should vote against any DoV that relies on having broken a fair play rule.

  • A single person should not control more than one non-Idle Settler within BlogNomic, and should announce publicly if they control both a non-Idle Settler and any Idle Settlers. This extends to exerting full control over the actions of another Settler, defined here as the controlled Settler's game behavior being functionally indistinguishable from if the controlling Settler was logged into their account and playing through it, over a period of more than a day.
  • A Settler should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A Settler should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other scripts).
  • A Settler should not edit their own blog comments once posted, nor those of any other Settler.
  • A Settler should not edit the “Entry Date” field of a blog post.
  • A Settler should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Settler should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • A Settler should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Settler must use their own name in the Dice Roller, when rolling dice.
  • A Settler should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Settler should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Settler to achieve victory.
  • A Settler should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.
  • A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Settler or Settlers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.

All Settlers and idle Settlers should be aware of the BlogNomic Community Guidelines. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Settlers are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

Basic Mechanics

Each Settler has a publicly tracked list of items called a Stockpile, which defaults to being empty. The following is a list of items that may be in a Settler’s stockpile:

  • Rye
  • Jute
  • Stone
  • Wood
  • Brick
  • Iron

Each Settler also has 5 publicly tracked Domain variables, one for each of Rye, Jute, Stone, Wood, and Brick. Each Domain holds up to a single number, defaulting to no number. The number each Domain holds may range from 2 to 12, excluding 7. A Settler may not have two or more Domains which hold the same number.

Sowing the Seeds is an atomic action with the following steps: for each of their Domains that contains no value, the acting Settler optionally sets that value to the legal number of their choosing. Each Settler may Sow the Seeds at any time, so long as one of the following are true:

  • The Onlooker has not yet executed the first Production of Resources and that Settler has not yet performed Sow the Seeds
  • That Settler has performed Harvesting the Crop after the most recent Production of Resources and has not yet performed Sow the Seeds after their most recent performance of Harvesting the Crop

The Bounty Payout action is to gain a Brick resource to their Stockpile.

The Gift of the Isle

If they have not done so in the past 36 hours, the Onlooker may perform a Production of Resources. The date, time, and both results of the most recent Production of Resources are publicly tracked.

There are two publicly tracked variables named “Injured” and “Victims”, each of which is a list containing 0 or more names of Settlers, defaulting to empty.

If a Settler has not done so since the most recent Production of Resources, they may perform the following atomic action, known as Harvesting the Crop, unless their name is in the Injured list:

  • For each Domain they have where the number matches either of the results from the Production of Resources, they gain an amount of the resource associated with that domain to their Stockpile equal to the Payoff for the number for that domain, defaulting to a single resource if it’s not othewise defined.
  • Optionally, they may also do one of the following:
    • Swap the numbers for two of their domains with each other.
    • Replace the number for one of their domains with another up to two higher or lower than it (or with any number, if their Settlement contains a Church)
  • Apply the Harvest Bonus of any number of Buildings they control, in any order

If an action is defined as Seasonal, then each Settler may only perform it if they have not already done so since the most recent Production of Resources action.

Working Together

For a Settler to have another Settler’s name in their alliance, the following must be true:

  • Neither Settler may be on the other’s Faction’s Ostracised Settlers List.
  • Either:
    • The Settlers have the same non-Unaffiliated Faction.
    • The Settlers have at least two numbers in common between their Domains. Only one matching pair of either 6 or 8 may be counted for this purposes.

Weighted Payoff

The payoffs that correspond to the possible values of rolls or domain associated numbers are as follows:

Roll Payoff
2 or 12 5
3 or 11 2
4, 5, 6, 8, 9 or 10 1
7 0


Each Settler has a publicly tracked list of Buildings called a Settlement, which defaults to being empty.

The Buildings that may exist are listed below, with their Cost in brackets and their effect listed after their Cost:

  • Farm (2 Wood, 1 Jute, 1 Rye) As a Harvest Bonus, gain 1 Jute or 1 Rye.
  • Quarry (2 Brick, 1 Wood) As a Harvest Bonus, gain 1 Stone.
  • Church (2 Stone) Applies to a part of the Harvesting the Crop action.
  • Fort (4 Wood, 4 Stone) Applies to the rule “Raiding”
  • Longhouse (1 Wood, 2 Jute) When Harvesting the Crop, the owner of this building may treat one of the current results of the Production of Resources action as if it were one higher.
  • Mill (1 Wood, 1 Brick, 1 Rye) When Harvesting the Crop, the owner of this building may treat one of the current results of the Production of Resources action as if it were one lower.
  • Caravanserai (4 Jute, 4 Rye) As a Harvest Bonus, gain one item that was gained by another Settler as a result of the Harvesting the Crop action that they performed between the most recent Production of Resources and the one immediately before it.
  • Storehouse (3 Brick, 1 Rye) The owner of this building may place one type of item in their Stockpile in brackets; that item may not be chosen as the target item type in another Settler’s Raid action, nor can it be reduced as a result of a Corsair Landing action (this does not provoke a Raid).
  • Mine (3 Stone) As a Harvest Bonus, gain 1 Iron
  • Cone (3 Iron, 5 of any other single Resource) This is listed in the Settlement list of the Settler who built is as "X Cone", where X is the Abbreviated Name of the Faction whose Favoured Resource was the non-Stone Item used to build it. Cones of different Factions are considered to be different buildings for the purposes of building restrictions.
  • Amber Alchemical Apparatus (3 Brick, 1 Jute) This Building has no effect if its owner is not in the Amber Faction. As a Harvest Bonus, the owner of this Building may convert all of one type of item in their Stockpile to the next link in the following chain: Brick>Stone>Wood>Jute>Rye>Brick.
  • Silver Sieging Superstructure (4 Wood, 1 Rye) This Building has no effect if its owner is not in the Silver Faction. As a Harvest Bonus, the owner of this Building may unset all of another Settler's Domains, as long as that other Settler does not have a Fort.
  • Purple Probability Permutator (2 Jute, 1 Stone) This Building has no effect if its owner is not in the Purple Faction. As a Harvest Bonus, the owner of this Building may remove any single instance of a number from the Dice Deck.
  • Cobalt Cooperation Castle (2 Rye, 1 Stone) This Building has no effect if its owner is not in the Cobalt Faction. The owner of this Building may Trade as often as they would like and may skip the third bullet point in the Trade action.

A Settler who does not already have a given Building in their Settlement may pay the Cost of that Building from their Stockpile to add it to their Settlement.

A Settler who has a Faction of “Pirates” may not add a Fort to their Settlement. If a Settler ever changes their Faction to “Pirates”, they must remove any Fort contained in their Settlement.


As a Seasonal action, a Settler may remove one Building that is in their Settlement and add half of the Cost of that Building to their Stockpile, rounded down to the nearest integer for each item type that was part of the original Cost. During this action, for each item type in the original Cost that was 1 and would be rounded down to 0 after halving it, that Settler should use the public Dice Roller to roll DICE2, and on a result of 2, they add 1 of that item type to their Stockpile instead of 0.


There is a gamestate variable named Visitor that is a publicly tracked string with a default of “None”. The valid values of Visitor are “None” and the titles of the subrules contained in this rule.

There is a publicly-tracked list of Settlers that the current Visitor does not wish to have further dealings with, known as the Ledger, which defaults to being empty.

Each Visitor has a Fanfare number, listed in the table below.

Fanfare Visitor
3 King
4 Corsair
5 Merchant
9 Merchant
10 Corsair
11 King


While the Visitor value is set to “Merchant”, any Settler who has at least 3 of the same type of item in their Stockpile may do the following as an atomic action, if they are not already listed on the Ledger:

  • Remove 3 of that item from their Stockpile
  • Add 1 of a different type of item to their Stockpile
  • Add their own name to the Ledger


When the Visitor is the Corsair, they will attempt to steal items from the Settlers on the island.

Each Settler has a Target Value, is an number that may be positive or negative. Target Values are calculated as follows: zero, plus 5 for each Building in their settlement, plus 1 for each item in their Stockpile. Their Target Value is then used to calculate their Adjusted Target Value by applying the following modifications in order:

  • Divided by 2 if said Settler’s Faction is Pirates;
  • Minus 2 for each mutual Alliance said Settler has
  • The result is reduced by their Bribe Value - as a percentage if the starting value is positive or as an absolute number if it is negative (i.e. if the Bribe Value is 20% and the Adjusted Target Value is 5 then this step will reduce it to 4, but if the Adjusted Target Value is -1 then this step will adjust it to -21).

Target Values and Adjusted Target Values are privately tracked by the Onlooker and must be recalculated before carrying out any action that calls upon them.

Each Settler has a Bribe, which is either blank or is quantity of named items, and which is privately tracked by the Onlooker. A Settler may, at any time, privately communicate the Onlooker to adjust their Bribe to a legal value. Each Settler’s Bribe Value is derived from their Bribe: the quantity of items in the Bribe is expressed as a percentage of that Settler’s total number of items, and that percentage value is that Settler’s Bribe Value.

Corsair Landing is an atomic action with the following steps:

  • Pillage: For each Settler whose Adjusted Target Value is equal to the highest current Adjusted Target Value, add their name to the Injured list
  • Gather: Reduce the Items of all Settlers by their Bribe and then set their Bribe to blank. For any Settler who does not have all of the items in their Bribe, reduce any named Items to zero.
  • Burn: For any Settlers who could not pay their full Bribe, secretly randomly select one Building in their Settlement and destroy it.


When the Onlooker gets “King” as the result for Visitor, they should make a weighted random selection of a non-Unaffiliated Faction. The weighting of each Faction is determined by subtracting the number of Settlers in the Faction from the number of Settlers in the most popular Faction and adding 1. If the result of the random selection is anything but “Pirates”, the Onlooker should set the Visitor value to “X King” where X is replaced with this result. If the result is “Pirates”, the Onlooker should set the Visitor value to “Pirate Captain”.


Each Settler has a Faction, which is publicly tracked as a string for that Settler and which defaults to Unaffiliated. The table in this rule lists all the valid values of the Factions field and their abbreviated names. When referring to a Faction, it is permissible to refer to it using its listed abbreviated name from the table.

All Factions have a publicly tracked list of Ostracised Settlers, defaulting to blank and which can contain any given Settler only once. Those Settlers may never have that Faction as their Faction. The Unaffiliated Faction can never have any Settlers listed as its Ostracised Settlers.

From the list of Factions, the Factions of Amber, Silver, Purple and Cobalt are said to be Kingdoms. Each Kingdom has a Favoured Resource, which is detailed on the table below.

The list of Factions are:

Name Abbreviated Name Resource
Unaffiliated Unaffiliated -
Amber Archipeligo Autocracy Amber Brick
The Stratocratic Silver Steppe Silver Wood
The Purple Prairie Principality Purple Jute
The Cobalt Canyon Coalition Cobalt Rye
The Pirate League Pirates

As a weekly action, a Settler can change their Faction so long as the following are true.

  • The Settler is not changing their Faction from a Kingdom to a Kingdom, except if explicitly permitted by the ruleset.
  • The Settler is not changing their Faction to one that lists them as an Ostracised Settler.
  • The current Visitor is not a King or the Pirate Captain.

When they do so, if they are changing their Faction from a Kingdom, they must add themselves to that Kingdom’s Ostracised Settlers list if they are not already on that list. If they are changing to the Pirates Faction, they must add themselves to each Kingdom’s Ostracised Settlers list if they are not already on its list.

The Dice Deck

The Dice Deck is a publicly-tracked list of numbers, and is empty by default.

The Production of Resources is an atomic action with the following steps:

  • If the Dice Deck contains fewer than six numbers, or if all of its numbers are identical, set the list to the following list of numbers: 2, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 11, 11 and 12.
  • Remove an element at random from the Dice Deck: its number is the first result of this action
  • Remove another element at random from the Dice Deck (skipping those where the number is the same as the first result): its number is the second result of this action
  • Clear all names from the Injured list. Then, if the current Visitor is the Corsair, carry out the Corsair Landing atomic action.
  • If either result of this action is a 7, set the Visitor to be the Visitor (if any) who has the other result of this action as their Fanfare, or “None” if no Visitor has the other result of this action as their Fanfare. If neither result is a 7, set the Visitor to “None”. If this step results in the Visitor value changing, the Ledger is emptied.


As a Seasonal Action, a Settler may Trade, which is an atomic action with the following steps:

  • Move one or more items in their Stockpile to another Settler’s Stockpile
  • Move a number of items from that other Settler’s Stockpile into their own Stockpile (where that number is within 2 of the number of items in the previous step, and above zero)
  • If either of these Settlers does not have the other’s name in their Alliance, then select one random item from each of the two moved groups of items, and remove it from the Stockpile that it is in

Trading may only be performed by a Settler if they can indicate a blog post or comment, made by the target Settler with whose Stockpile they intend to Trade, since the most recent Production of Resources, where that target Settler has explicitly agreed to this, specifying the items traded.


A Settler may perform a Raid as a Seasonal action if one of the following is true:

  • The Settler’s abbreviated Faction name is contained in the Visitor variable along with the word “King”
  • The Settler’s abbreviated Faction name is “Pirates” and the Visitor variable is “Pirate Captain”

A Raid is an atomic action performed by a Settler using the following steps:

  • Choose another Settler, called the Target, that meets all of the following criteria:
    • The Target does not have the same Faction as the Settler performing the Raid
    • The Target does not have a Fort in their Settlement, unless the Settler performing the Raid has the Faction “Pirates”
  • Choose one item type contained in the Target’s Stockpile
  • Roll a DICE6 in the Dice Roller. The result is called the Loot Amount. If the Loot Amount is more than the amount of that item type in the Target’s Stockpile, make it equal to the amount of that item type
  • Subtract the Loot Amount of that item type from the Target’s Stockpile and add the Loot Amount of that item type to the Settler’s Stockpile

Almanac Proposals

If a proposal has the [Almanac] tag, then it is an Almanac proposal. If an Almanac proposal is less than 48 hours old and is Popular, but no Production of Resources action has occurred while it has been pending, then it is instead not Popular.

It's About The Cones

Any Settler who has four Cones in their Settlement has achieved Victory.

Special Case

Special Case Rules can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.

Special Case Rules have a Default Status, which can be Active or Inactive. If the title of a Special Case Rule includes "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.

When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.

The text of a Special Case Rule that is Inactive is flavour text.

Seasonal Downtime [Active]

On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Settlers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.

Dormancy [Active]

If there are fewer than five Settlers, then BlogNomic is on Hiatus.

Imperial Deferentials [Active]

If the Onlooker has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Settlers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Settlers on the same Proposal are not considered to be valid.

Dynastic Distance [Active]

For the purposes of dynastic rules which do not deal with voting, the Onlooker is not a Settler.

Malign Emperors [Inactive] [Rare]

The Onlooker may be recipient of the Mantle, as if they were a Settler, during an Interregnum, as per the rule Victory and Ascension. The Onlooker may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.

If the Special Case rule “No Collaboration” is Active, any Settler may set it to Inactive. (The combo is too strong.)

Dynastic Tracking [Active]

The gamestate tracking page for this dynasty is the The Isle of Multa page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Onlooker may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.

No Collaboration [Inactive] [Rare]

If “Dynastic Distance” is also active, the Onlooker is not considered a Settler for the purposes of this rule.

Settlers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Settler could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Settlers (or people who are not yet Settlers) also face the same restrictions if they intend to become an active Settler during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.

A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.

If information which was not allowed to be discussed is still privately discussed, the Settlers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.

Mantle Limitations [Active]

The mantle may not be passed, except as a result of a Call for Judgment. (Settlers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.

Alliances [Active] [Rare]

Each Settler may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Settlers; a Settler's Alliance defaults to an empty set. A Settler may change their Alliance as a daily action.

If "Mantle Limitations" is also active, and if a Settler has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Settler may pass the Mantle to a Settler who was named in their Alliance at the posting time of their Declaration of Victory.

If “No Collaboration” is active, it does not apply to communications between Settlers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Settlers who have each other’s names in their Alliance.

Event Types [Active]

An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:

  • A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.
  • A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.

An Event type definition may also optionally stipulate:

  • Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.
  • Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.
  • Ending Action(s). A Settler must do these when they End an Open Event of that type.

An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Settler may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Settler End it again.

Bounties [Rare] [Active]

A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason

The Onlooker may post a Bounty Notice, or close an open Bounty Notice, at any time.

If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.

If the Onlooker believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Settler (other than the Onlooker) who authored at least one of those votable matters and set that Bounty Notice to closed.



A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)


“is able to”
“is required to”
“is recommended that”


Daily Action
If a game action is a Daily Action, each Settler able to perform it may take that action once each day, but not more than once every ten hours.
Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Settler per day.
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Settler able to perform it may take that action once each week, but not more than once every twenty-four hours.
Weekly Communal Action
A Weekly Communal action is a Weekly Action that can only be performed by one Settler per week.


A blog comment published to the BlogNomic weblog at
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Settlers.
References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
Dynastic Action
An action that is defined in the Dynastic rules.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Settler's Effective Vote Comment with respect to a given Votable Matter is that Settler's Comment to that Votable Matter, if any, that contains that Settler's Vote on that Votable Matter.
When posting a blog entry, a Settler may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
The BlogNomic Discord can be accessed at and is also linked to on the sidebar. Settlers , as well as people who are not Settlers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
Discord Channel
A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Settlers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
Flavour Text
If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Settlers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.
If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
A blog post published to the BlogNomic weblog at
Private Message
A message sent via BlogNomic’s Private Messages system at
Quorum of a subset of Settlers is half the number of Settlers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Settlers it is referring to, it is referring to a Quorum of all Settlers.
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
Story Post
A Story Post is an entry in the “Story Post” category.
The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box shall represent a Vote FOR, an X shall represent a Vote AGAINST, a DEF shall represent a Vote of DEFERENTIAL, and a crossed-out circle shall represent a vote to VETO.
The BlogNomic Wiki at

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at Any Settler may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.

An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Settler has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Settler is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Settler is defined as a Settler who has been a Settler for fewer than seven days or a Settler that has unidled in the past seven days after being idle for at least 3 months.

Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.

Representations of the Gamestate

For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Settler's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Settler may correct the representations to comply with the Gamestate.

If a Settler feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:

  • Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
  • Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Settler, if doing so would not require the correcting Settler to make any decisions on behalf of the original Settler.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Settlers are encouraged to raise a Call for Judgement. The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page Gamestate Modifications if this is not possible.

Orphan Variables

An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.

A Settler may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Random Generators

The Dice Roller at can be used to generate random results.

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
  • The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
  • A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.

Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.

If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Settler with such access. Only a Settler with such access may Enact that Votable Matter. If that Votable Matter does not name a Settler with such access, that Votable Matter is Illegal.

If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Settler making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Settler making this determination may do so using a private method of their choosing, instead of the Dice Roller.

Atomic Actions

An Atomic Action combines otherwise separate game actions into a single action.

  • All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
  • When a Settler performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
  • If a rule allows the Settler performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Settler arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
  • If one or more steps of an Atomic Action were done incorrectly, the Settler must redo the Atomic Action; for that purpose, the Settler uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Settler would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
  • For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.


Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Settler can spend or pay from only their own values, and a rule that allows Settlers to transfer or pay a numeric value to another Settler only allows them to transfer that value from themselves to that other Settler (of their choice unless otherwise stated).
  • If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
  • A Settler who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
  • If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
  • Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the Dice Roller if N is greater than one million.
  • If a piece of information is described as being tracked secretly or privately by the Onlooker (including secretly random selections), then that information may only be revealed by the Onlooker when the ruleset allows it. If a Settler should already know such a piece of information (in that the Onlooker has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Onlooker may repeat it to them.

Rules and Votable Matters

  • If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.
  • If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).
  • Where a Votable Matter would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).
  • Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
  • Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
  • If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Settler A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.
  • If a dynastic rule has no text and no subrules, any Settler may delete it from the ruleset.
  • A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
  • When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Settlers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.


  • For the purpose of all rules, time in BlogNomic is in UTC.
  • All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
  • Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
  • A Settler may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

Spelling and formatting

  • Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
  • Settlers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
  • A Settler may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.


  • Within the Ruleset, a word only refers to the name of a Settler if it is explicitly stated that it refers to a Settler's name.
  • If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
  • The names of rules and wiki pages (other than the Ruleset) are flavour text.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.
  • When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
  • Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
  • When changing their name or joining the game for the first time, a Settler's (or prospective Settler's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.


  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any other Rule;
  2. If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
  3. If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;
  4. If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Settlers may Kick each other” and “Settlers may not Kick each other on Tuesdays” exist, and it is Tuesday, Settlers may not Kick each other);
  5. If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Settlers may Punch a Spaceman on Friday” and “Settlers may not Punch Spacemen on Friday”, then Settlers may not Punch Spacemen on Friday).


This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL


A Settler may have another Settler as a Mentor. Settlers who are willing to act as a Mentor are listed on the Mentorships wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Settler who has requested a change on their own behalf, from this list at any time.

If an unmentored Settler requests a Mentor, or a new Settler has joined the game and has no Mentor, the Onlooker should select a Tenured Settler and ask them to take that Settler on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Onlooker should announce it in a blog post. The Onlooker should take care to consider game balance when selecting a potential mentor.

A relationship between a mentor and a mentee is a Mentorship. A Settler may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

If there is no Onlooker, any Settler who has been active in at least three previous dynasties may act as Onlooker for the purposes of this rule.

Things that a mentor must do

A mentor must do the following:

  • Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
  • Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
  • Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
  • If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
  • If they themselves go idle, communicate with their mentee to either continue to support them as an idle Settler or arrange a handover to another mentor if requested.

Things that a mentor should do

The following sets out suggested best practice for Mentorship relationships:

  • The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
  • The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Settlers .
  • The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
  • The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.

Things that a mentor should not do

The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.

  • The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
  • The mentor should not seek to dissuade the mentee from pursuing other alliances.
  • A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.


A dynasty may provide extra theming by using alternative terms for words like “Settler” and “Onlooker”.

Each term in this list is synonymous with the term in parentheses

  • Settler (Player)
  • Onlooker (Emperor)

When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.