Difference between revisions of "Ruleset"

From BlogNomic Wiki
Jump to navigation Jump to search
(Enacting "Non-free Anything")
(Enacting "Amendment to Core Rules")
Line 118: Line 118:
 
==Seasonal Downtime==
 
==Seasonal Downtime==
 
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
 
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
 
</div>
 
 
= Dynastic Rules =
 
  
 
==Atomic Actions==
 
==Atomic Actions==
Line 130: Line 126:
  
 
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 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.
 +
</div>
 +
 +
= Dynastic Rules =
  
 
==Bankroll==
 
==Bankroll==

Revision as of 21:04, 19 April 2017

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Managers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.

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

Managers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.

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

Managers

Any human may apply to join BlogNomic (if they are not already a Manager) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a Manager. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Manager.

A Manager may cease to be a Manager at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Manager in this way may not become a Manager again within the following two weeks. A Manager may only change their name as a result of a proposal approving the change.

Some Managers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Managers 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. New admins shall be given the GNDT configuration password when they become admins.

Idle Managers

Some Managers are Idle, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Managers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Managers are not counted as Managers.

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

When a Manager 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 Manager Idled in a different dynasty), the Manager is given the default value for new Manager, if such a value exists.

An Admin may render a Manager Idle if that Manager has asked to become Idle in an entry or comment from the past four days, or if that Manager has not posted an entry or comment in the last seven 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 Manager if that Manager has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Manager who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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.

Dynasties

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

Votable Matters

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

Each Manager 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 Manager’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-Manager never has a Vote, even if they were a Manager previously and had cast a valid Vote.

Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.

Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.

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

Proposals

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

Special Proposal Voting

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

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

Resolution of Proposals

The oldest pending Proposal may be enacted by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) if either of the following is true:

  • It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.

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

  • It has been Vetoed or Self-Killed.
  • The number of Managers who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and cannot be Enacted.

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.

Calls for Judgement

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

A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.

Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Manager (other than the Commissioner) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.

Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Managers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

Every Manager may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.

A Pending DoV may be enacted if any of the following is true:

  • It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Commissioner has Voted FOR it or it has no AGAINST Votes.
  • It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
  • It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.

A DoV may be failed if any of the following are true:

  • It has been open for voting for at least 12 hours, and the number of Managers who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and cannot be Enacted.

When a DoV fails and there are no pending DoVs, Hiatus ends.

When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Manager who made the DoV as its Commissioner. That Manager may pass this role to another Manager at this point by making a post to that effect, if they wish. The Hiatus continues until the new Commissioner makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Commissioner's chosen theme for the new Dynasty, and may optionally specify that the terms Manager and Commissioner will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.

A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Manager who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.

This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.

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 Manager'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.

  • A single person should not control more than one non-Idle Manager within BlogNomic, and should announce publicly if they control both a non-Idle Manager and any Idle Managers.
  • A Manager 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 Manager should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Manager should not edit their own blog comments once posted, nor those of any other Manager.
  • A Manager should not edit the "Entry Date" field of a blog post.
  • A Manager should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Manager should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).

Seasonal Downtime

Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.

Atomic Actions

When a Manager performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other action defined in the Ruleset until all such steps are complete. In addition, the Manager performing an Atomic Action should perform its steps as quickly as they are able.

If an hour has passed since a Manager began an Atomic Action, but they have not completed it, all its steps are considered illegal and may be reverted by any Manager, and the Atomic Action is not considered to have been performed.

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.

Dynastic Rules

Bankroll

Each Manager has a Starting Cash value, tracked in the GNDT as “Start”, defaulting to 0, and a Cash value, tracked in the GNDT as “Cash”, defaulting to 0. If a Manager’s Starting Cash value is 0 and their Cash value is 0, they may set both to the same integer of their choice that is between 500,000 and 10,000,000.

Recruitment

Each Manager may employ up to three Bloggers (what we call Bloggsball players, to disambiguate them from Blognomic players). Information about Bloggers, including which Manager employs them, is tracked on the wiki page Blogger Roster. A Full Team is a Manager employing three Bloggers.

At any time, the Commissioner may put the employment of a new Blogger up to an auction open to all Managers, including the Commissioner. To do so, the Commissioner makes a Story Post (the Auction) containing information about a new Blogger, including (at least) their Name and Level. Their Level is determined by the sum of 3 DICE6 rolled in the GNDT.

Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer and the commenting Manager employs fewer than three Bloggers. After the Auction has been posted for more than 24 hours, the Commissioner may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X spends X from their Cash to employ that Blogger, breaking ties toward the first bidder. If there are no valid bids when the auction is closed, no Manager employs that player and the player is not tracked on Blogger Roster.

The Underdog

Each Manager whose Starting Cash is the lowest amongst all Managers (or tied for the lowest) is considered to be an Underdog. Quorum is considered to be 1 less than usual for the purpose of Enacting a Proposal made by an Underdog.

Bloggers

Bloggers have stats. These stats can take an integer value between 1 (inclusive) and 10 (inclusive), and default to 5. The stats are: Brains, Brawn and Balls.

Each Blogger can have one Tool. Managers can carry an unlimited amount of Tools and may move Tools between themselves and their Bloggers freely (except during a match), by updating the values in the Wiki and/or GNDT which reflect such. The GNDT tracks what Tools each Manager holds. Tools may have special effects. The Tools a Blogger may equip, and their special effects, are the following:

  • Stick: The standard, run-of-the-mill Blogger tool to hit stuff. The Blogger can perform as if they had 1 extra Level while this item is equipped.
  • Towel: A popular whipping tool that requires dexterity and finesse to employ. The Blogger can perform as if they had 1 extra Brains while this item is equipped.
  • Fresh Trout: A risky, but sometimes effective tool which is traditional from the coastal areas to the north. The Blogger can perform as if they had 1 extra Balls while this item is equipped.
  • Bigger Stick: A heavier, more hard-hitting stick. The Blogger can perform as if they had 1 extra Brawn while this item is equipped.

Conferences

Each Manager has a Conference, tracked in the GNDT as a cardinal direction. If they have not done so this dynasty, a Manager may change their Conference. As a weekly action, the Commissioner may change the Conference of up to two managers.

Performance Enhancing Drugs (PED)

Each Manager has the number of PEDs they own tracked in the GNDT as a non-negative integer. A Manager can buy any number of PEDs out of the Back Alley once a day as an atomic action by following these steps:

1. The manager rolls 1 DICE10 in the GNDT and multiplies the result by 100. This is the price for 1 PED.

2. Purchase X PEDs by spending the previously calculated price in Cash per PED they wish to buy.


Once per week, at any time during a secretly random day determined by the Commissioner, the Cops do an Investigation. When this happens, the Commissioner must do a story post related to the Cop’s Investigation and roll 1d2 until a 1 appears. For each 2 that appears during that process, the Manager with the most PEDs loses all of their PEDs (if there is a tie, all tied Managers lose their PEDs).

Managers can spend a certain amount of PEDs on a Blogger for a certain Match if they privately communicate to the Commissioner this fact beforehand and remove that amount of PEDs from their inventory. Then, for that match, the Commissioner privately rolls a 1d10 per each PED used, and applies one of the following results according to the result rolled:

  • 1: The Blogger dies, and is removed from the game permanently
  • 2,3 or 4: Nothing happens.
  • 5, 6, 7, 8 or 9: Double the Blogger’s level and stats for that match
  • 10: Triple the Blogger’s stats for the match, but immediately after the match, the Blogger’s stats and level are all set to a value of 1.

Managers can freely remove PEDs from their inventory at any time.


A Manager may drug a Blogger they employ if they have more than zero PEDs and doing the following atomic actions: 1. Subtract a number between 1 and the number of PEDs they currently have. 2. Track on the Blogger’s bio the number of PEDs subtraced in a variable titled “Roids”

When a drugged Blogger plays a game they play with X extra levels, where X is log base 2 of that Blogger’s Roids rounded up.

If a blogger was drugged during a game, after that game they lose thta status and their Roids are set to 0.

Gameplay

As a daily action, the Commissioner may oversee a Bloggsball game between two Full Teams (that have the same Conference) of the Commissioner’s choice, henceforth referred to as teams A and B.

This Overseeing is an atomic action consisting of the following steps:

  • Calculating the Power of each team. A team’s power is the sum of the Levels of the team’s players. Let the power of team A be represented by X and the power of team B be represented by Y.
  • Choosing an odd number of rounds for the game between 5 and 25. Traditionally, this is 13.
  • Rolling a DICE(X+Y), not necessarily in the GNDT, once for each round. For a given die, if it is less than or equal to X, team A scores a point. Otherwise, team B scores a point. The team that scores more points during the game wins the game.
  • A random 10% chance for each Blogger that they are tested. If they are tested and drugged, that information is included in the results of the game.
  • Making a post containing the results of the game.

The number of games a manager’s team has played is tracked in the GNDT.

A Manager whose team has played two more games than any other manager may not have their team play in a blogsball game.

Revenue

When a bloggsball match is played, each manager with players in the match receives Cash.

  • a base of 100,000 for playing a match.
  • an additional 100,000 * ( X-10), where X is the level of the highest level player in the game, to a minimum of 0.

Managers

Managers have an Image to uphold for their team and themselves. This Image can be Brains, Brawn, Balls or none, and it defaults to none. Image is tracked in the GNDT. Whenever they acquire a Blogger, their Image changes to be whatever that Blogger’s highest stat is (if there is a tie among stats, then its randomly determined among the tied stats) immediately after the acquisition. Whenever a Manager acquires a Blogger whose highest stat isn’t that of their Image, that Blogger loses one Level. Whenever a Manager acquires a Blogger whose highest stat is that of their Image, that Blogger gains one Level.

Glossary

  • Any action that “spends” X or “buys [something] for X” deducts X from acting Manager’s Cash.


Appendix

Keywords

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. (eg. 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.)

Can
"is able to"
Comment
A blog comment published to the BlogNomic weblog at blognomic.com
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 Managers.
Daily Action
If a game action is a Daily Action, each Manager 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 Manager per day.
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.
Dice
References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
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 Manager’s Effective Vote Comment with respect to a given Votable Matter means that Manager’s Comment to that Votable Matter, if any, that contains that Manager’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Manager 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.
Gamestate
Any information which the Ruleset regulates the alteration of. All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
IRC Channel
The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
May
"is permitted to"
May not
"is not permitted to"
Post
A blog post published to the BlogNomic weblog at blognomic.com
Private Message
A message sent via Blognomic’s Private Messages system at blognomic.com.
Quorum
Quorum of a subset of Managers is half the number of Managers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Managers it is referring to, it is referring to a Quorum of all Managers.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing 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
Rule
Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
Shall
"is required to"
Should
"is recommended that"
Sibling Rule
Two rules are “siblings” of each other if they are both direct subrules of the same rule.
Slack
The BlogNomic Slack is located at blognomic.slack.com. Managers may request an invite to the Slack while logged in by clicking the button in the sidebar.
Slack Channel
A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
Story Post
A Story Post is an entry in the “Story Post” category.
Subject
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.
Subrule
A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.
Vote
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 http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.
Week
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 Manager 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 Manager per week.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Manager 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.

An official post may be altered or removed by its author if it is less than six hours old and either no Manager has commented on it or 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.

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 Manager who has been a Manager for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Manager may update any Manager's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a Manager’s action is (and can only be) applied by editing that data in that place. One GNDT or 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 GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Manager may correct the GNDT to comply with the Gamestate.

If a Manager feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Managers are encouraged to raise a Call for Judgement instead. Managers shall be assigned a password for the GNDT when they join the Nomic.

Random Generators

The GNDT 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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.

Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Manager with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.

Clarifications

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” 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” 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, lost, gained, or transferred, and a rule that allows Managers to transfer a numeric value only allows them to transfer that value from themselves to another Manager (of their choice unless otherwise stated).
  • A Manager 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 the GNDT and/or similar 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 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 DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Manager making this determination may do so using a private method of their choosing, instead of the GNDT.
  • If a game variable has no defined starting value, then that starting value is 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”).
  • Invalid values for game variables can never be used, even if the values stored in the GNDT 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)

Rules and Proposals

  • If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
  • If a wiki page becomes gamestate as a result of a proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal's submission (and if the page did not exist at that time, it shall be blanked).
  • Where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals 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 a rule would ever have no name, it is instead named “Unnamed Rule”.
  • The names of rules are not themselves rule text and have no effect other than being rule names.
  • If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Manager A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.

Time

  • 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 (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.

Spelling

  • 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.

Names

  • Within the ruleset, a word only refers to the name of a Manager if it is explicitly stated that it refers to a Manager's name.

Prioritisation

  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any Rule;
  2. A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
  3. If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Managers may Kick each other” and “Managers may not kick each other on Tuesdays” exist, and it is Tuesday, Managers may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Managers may Punch a Spaceman on Friday” and “Managers may not Punch Spacemen on Friday”, then Managers may not Punch Spacemen on Friday.)