Difference between revisions of "Ruleset"

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(→‎Dice: enacting Proper Delays)
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If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:
 
If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:
 
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
 
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
* The modification replaces text that only exists once in the ruleset.
 
 
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
 
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
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* Increase the Round by 1.
 
* Increase the Round by 1.
  
If one Island has a higher Turn Timer than each other Island, then it is their Turn. When it is an Island’s Turn, they must carry out the following atomic action:
+
If one Island has a Turn Timer that is higher than the turn Timer of all but at most one other Island, then it is their Turn. When it is an Island’s Turn, they must carry out the following atomic action:
  
 
* Carry out this entire list of Underground Actions in any order:-
 
* Carry out this entire list of Underground Actions in any order:-
** Roll: Select one of their Terrain Dice and randomly select one of its effects, then apply that effect
+
** Roll: Select two of their Terrain Dice, select a random effect from each dice, then carry out these effects in any order
 
** Flood: If it is Round 5, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset.
 
** Flood: If it is Round 5, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset.
 
** Shift: Either increment their Pressure by 1, or set their Pressure to zero.
 
** Shift: Either increment their Pressure by 1, or set their Pressure to zero.
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** Propogate: set their value for one gamestate variable to match Schwingrasen’s value for that same Variable
 
** Propogate: set their value for one gamestate variable to match Schwingrasen’s value for that same Variable
 
**  Adjust: Take an Dice Face Action as per the rule Adjustments.
 
**  Adjust: Take an Dice Face Action as per the rule Adjustments.
** Nourish Life: If they have a Life variable, increase it by an amount equal to their Foliage score.
 
 
* Seed: set the value of one of Schwingrasen’s held gamestate variables to match their own value for that same Variable
 
* Seed: set the value of one of Schwingrasen’s held gamestate variables to match their own value for that same Variable
 
* Make a post to the blog summarising their Turn
 
* Make a post to the blog summarising their Turn
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If no Island has taken a turn since an Island last Generated Time, any Island may remove the text “DELAY:” from the title of every rule which begins with “DELAY:” and from every line of a dynastic rule where the line begins with “DELAY:”
 
If no Island has taken a turn since an Island last Generated Time, any Island may remove the text “DELAY:” from the title of every rule which begins with “DELAY:” and from every line of a dynastic rule where the line begins with “DELAY:”
 
===DELAY:Tempo===
 
DELAY: Any Island may change the word “one” in the description of the Roll Underground Action to “two”, and then remove this rule from the ruleset.
 
  
 
==Dice==
 
==Dice==
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* Green: {No effect,1 Foliage,1 Foliage,1 Foliage,2 Foliage}
 
* Green: {No effect,1 Foliage,1 Foliage,1 Foliage,2 Foliage}
 
* Red: {No effect,No effect,1 Animal Biomass,2 Animal Biomass}
 
* Red: {No effect,No effect,1 Animal Biomass,2 Animal Biomass}
* White {1 Catalyst,1 Catalyst,1 Catalyst,1 Catalyst,1 Catalyst,3 Catalysts}
+
* White {1 Mana,1 Mana,1 Mana,1 Mana,1 Mana,3 Mana}
* DELAY: Black: { no effect, no effect, sputter, upwell, effuse , erupt }
+
* Black: { no effect, no effect, sputter, upwell, effuse , erupt }
  
 
An effect listed as “X Stat” (where “X” is a number and “Stat” is an aspect of an Island) means increasing the named aspect of the Island taking the action, by the amount X. (If X is a negative number, this will result in the aspect being decreased, to a minimum of zero.) Such an effect is known as a Basic Effect. The Value of an Basic Effect is the value corresponding to X, and the Stat of a basic effect is the named Aspect.
 
An effect listed as “X Stat” (where “X” is a number and “Stat” is an aspect of an Island) means increasing the named aspect of the Island taking the action, by the amount X. (If X is a negative number, this will result in the aspect being decreased, to a minimum of zero.) Such an effect is known as a Basic Effect. The Value of an Basic Effect is the value corresponding to X, and the Stat of a basic effect is the named Aspect.
  
DELAY: Any island may add the Black dice to each island which does not already have a Black dice and to Schwingrasen, then remove this paragraph from the ruleset.
+
===Adjustments===
 +
An Island taking the Adjust action must choose from the following Dice Face Actions and carry it out. An Island may carry out as many of these Actions as they would like, provided that they can pay the Mana cost:
 +
 
 +
* Spend 1 Mana: Increase or Decrease one Basic Effect on one of their Dice by 1.
 +
* Spend 2 Mana: Add a Basic Effect that appears on any of their Dice, or any Orphan Face, to any of their Dice, or remove a single Basic Effect from any Dice.
 +
* Spend 3 Mana: Remove a No effect result from one of their Dice.
 +
* Spend 5 Mana: Start a new Dice with a name randomly selected from the names of chemical elements (re-roling results that give names that already exist for Dice for that Island)
 +
* Spend 5 Mana: Create a Compound Effect, joining two existing Basic Effects on a single Dice into a single Effect.
 +
* Spend 7 Mana: Destroy one of their own Dice.
  
===Adjustments===
+
===Orphan Faces===
An Island taking the Adjust action must choose from the following Dice Face Actions and carry it out. An Island may carry out as many of these Actions as they would like, provided that they can pay the Catalyst cost:
+
The following is a list of effects that can appear on a Dice, but currently do not:
  
* Spend 1 Catalyst: Increase or Decrease one Basic Effect on one of their Dice by 1.
+
*spring
* Spend 2 Catalysts: Add a Basic Effect that appears on any of their Dice to any of their Dice, or remove a single Basic Effect from any Dice.
+
*1 crag
* Spend 3 Catalysts: Remove a No effect result from one of their Dice.
+
*rare minerals
* Spend 5 Catalysts: Start a new Dice with a name randomly selected from the names of chemical elements (re-roling results that give names that already exist for Dice for that Island)
+
*1 cave
* Spend 5 Catalysts: Create a Compound Effect, joining two existing Basic Effects on a single Dice into a single Effect.
 
* Spend 7 Catalysts: Destroy one of their own Dice.
 
  
 
==Island Characteristics==
 
==Island Characteristics==
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Islands have habitability scores, calculated as follows:
 
Islands have habitability scores, calculated as follows:
*Flyer Habitability is equal to an island’s altitude
+
*Flyer Habitability is equal to the sum of an island’s levels immediately over a cliff
 
*Runner Habitability is equal to the highest value of any single level that is not the bottom, or 0 if no such level exists
 
*Runner Habitability is equal to the highest value of any single level that is not the bottom, or 0 if no such level exists
 
*Climber Habitability is equal to an island’s foliage
 
*Climber Habitability is equal to an island’s foliage
 
*Swimmer habitability is equal to the value of the island’s bottom level
 
*Swimmer habitability is equal to the value of the island’s bottom level
 +
*Predator habitability is equal to an island’s biomass
  
 
As an action with a Time Threshold of Round 15, an Island who is not Dying may achieve and declare victory, if every one of their Habitability scores exceeds the corresponding Habitability score of each other Island.
 
As an action with a Time Threshold of Round 15, an Island who is not Dying may achieve and declare victory, if every one of their Habitability scores exceeds the corresponding Habitability score of each other Island.
  
===Life===
+
===Aesthetic Features===
 +
 
 +
Each Island can gain an Aesthetic Feature when instructed to by rolling the relevant result on a Terrain Dice. The available types of Aesthetic Feature are listed in this rule, and each has a name, the rule for that Feature (including the dice result that provokes it), how it is noted in the Great Sea page of the wiki, and a flavour text description of the feature that would be added to an Iisland.
 +
 
 +
Name: '''Cliff'''<br/>
 +
Rule: Whenever an Island Level has a Land score of zero, that level is a Cliff.<br/>
 +
Notation: ''As per the rule Topology.''<br/>
 +
Description: A sheer face of rock and scree.
 +
 
 +
Name: '''Stream'''<br/>
 +
Rule: When an Island rolls a spring on a terrain dice, they must choose a level of their island to apply it to. If that level has a land value that is higher than zero then it forms a stream. The length of a stream is the number of levels between its source (the spring) and the bottom level of the Island, inclusive.<br/>
 +
Notation: ''An asterisk (*) next to the number on the source level of the Island’s Land variable.''<br/>
 +
Description: Fresh water spilling from a cleft in the rocks, running downhill to join the ocean.
 +
 
 +
Name: '''Waterfall'''<br/>
 +
Rule: When an Island rolls a spring on a terrain dice, they must choose a level of their island to apply it to. If that level has a cliff then it forms a waterfall. The length of a waterfall is the number of consecutive levels of cliff between its source (the spring) and the next lowest level that has a non-zero Land score, inclusive.<br/>
 +
Notation: ''An asterisk (*) next to the number on the source level of the Island’s Land variable.''<br/>
 +
Description: Fresh water in freefall down a cliff-face, ending in a shallow bathing pool before draining away into the soil.
 +
 
 +
Name: '''Crags'''<br/>
 +
Rule: When an Island rolls a Crag Basic Effect on a Terrain Dice, they must choose a cliff on their Island to apply it to. A Level may not gain a Crag if it already has a number of Crags equal to the amount of Land on the first non-cliff Level above it.<br/>
 +
Notation: ''A circumflex (^) followed by the amount of Crag on that level next to the level in question in the Island’s Land variable (eg 0^6 for a level with 6 crag).''<br/>
 +
Description: Rough, weathered, pockmarked cliff faces that plants and animals can live on if specialised.
 +
 
 +
Name: '''Cave'''<br/>
 +
Rule: When an Island rolls a Cave Basic Effect on a Terrain Dice, they must choose a level of their Island to apply it to. A Level may not gain a Cave if it already has a number of Caves equal to the sum of the Lands of itself and all Levels above it.<br/>
 +
Notation: ''A number, tracking the amount of Cave, in brackets after the Land value of the level in question in the Island’s Land variable (eg 4(3) denotes a level with 4 land and 3 caves).''<br/>
 +
Description: Caves cutting into the bedrock of the island. Home to exotic plants and animals.
  
Each Island has a score called Life, which is an that is tracked on the Great Sea page of the wiki and defaults to 0. An island with a negative life score is Dying.
+
Name: '''Rare Minerals'''<br/>
 +
Rule: When an Island rolls a Rare Minerals effect on a Terrain Dice they must choose a level of their Island to apply it to.<br/>
 +
Notation: ''The Land value of the chosen level in the Island’s Land variable should be preceeded by a dollar symbol ($) for each Rare Mineral effect that is applied there (eg $$$4 denotes a level with 4 land and 3 incidences of rare minerals)''<br/>
 +
Description: An extrusion of rare and beautiful stones and minerals
 +
 
 +
If ever an Island rolls an Aesthetic Feature and cannot legally place it then they may skip that placement.
  
 
==Dynastic Actions==
 
==Dynastic Actions==
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When an Island Sets the Weather, they randomly select one of the Weather Options which is not the Current Weather. That option becomes the Current Weather
 
When an Island Sets the Weather, they randomly select one of the Weather Options which is not the Current Weather. That option becomes the Current Weather
  
==Catalysts==
+
==Mana==
Each Island has a quantity of Catalysts, which is a non-negative integer tracked on the Great Sea page of the wiki.
+
Each Island has a quantity of Mana, which is a non-negative integer tracked on the Great Sea page of the wiki.
  
 
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
 
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
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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.)
 
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.)
  
 +
===Imperatives===
 
;Can: “is able to”
 
;Can: “is able to”
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
+
;Shall: “is required to”
;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 Islands.
+
;Should: “is recommended that”
 +
 
 +
===Time===
 
;Daily Action: If a game action is a Daily Action, each Island able to perform it may take that action once each day, but not more than once every ten hours.
 
;Daily Action: If a game action is a Daily Action, each Island 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 Island per day.
 
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Island 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.
 
;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.
 +
;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 Island 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 Island per week.
 +
 +
===Other===
 +
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com 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 Islands.
 
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 
;Dice: 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 Action: An action that is defined in the Dynastic rules.
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;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.
 
;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 subrules of other rules.
 
;Rule: Each individually numbered section of the Ruleset is a rule, including sections that are subrules 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. Islands may request an invite to the Slack while logged in by clicking the button in the sidebar.
 
;Slack: The BlogNomic Slack is located at blognomic.slack.com. Islands 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 (e.g. #random).
 
;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 (e.g. #random).
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;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.
 
;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.
 
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
;TOC: Table of Contents.
 
 
;Uphold: 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.
 
;Uphold: 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.
 
;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.
 
;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, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
 
;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, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to 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 Island 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 Island per week.
 
 
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com
 
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com
  

Revision as of 09:49, 27 September 2020

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Islands 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 Island may update it to do so.

Islands

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

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

Some Islands are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Islands 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 Islands

If a Island is Idle, this is tracked by their name being removed or concealed in the list of currently active Islands in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Islands”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Islands are not counted as Islands.

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

When a Island 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 Island Idled in a different Dynasty), the Island is given the default value for new Islands, if such a value exists.

An Admin may render a Island Idle if that Island has asked to become Idle in an entry or comment from the past four days, or if that Island 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 Island if that Island is Idle and 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 Island 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.

Idle Admins can enact and fail Votable Matters.

Dynasties

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

Votable Matters

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

Votes

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

If a Island other than the Gaia casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gaia. When the Gaia 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 Gaia’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.

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

  • The number of Islands 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 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 should mark their name, and are highly encouraged to 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.

Tags

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 require the “[Core]” tag in order to make changes to the Core Rules, the “[Special Case]” tag in order to make changes to the Special Case Rules and the “[Appendix]” tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the “[Victory]” tag in order to grant victory to a Island.

If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:

  • 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.

Proposals

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

Special Proposal Voting

When a Island 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 Gaia may use VETO as a voting icon to cast a Vote on a Proposal; when the Gaia casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gaia later changes their Vote.

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 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 Self-Killed.

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 Self-Killed.

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 Islands actively disagree as to the interpretation of the Ruleset, or if a Island feels that an aspect of the game needs urgent attention, then any Island 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 Island (other than the Gaia) 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.

Every Island may cast Votes on that DoV to indicate agreement or disagreement 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.

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

  • It is Popular, it has been open for at least 12 hours, and either the Gaia has Voted FOR it or it has no AGAINST Votes.
  • It is Popular, 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.

If a DoV is Failed and it had at least one AGAINST vote, the Island 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, and a new Dynasty begins in which the Island who made the DoV becomes the Gaia.

The new Gaia will make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Gaia’s chosen theme for the new Dynasty, and it may optionally specify that the terms “Island” and “Gaia” will be replaced with theme-specific terms throughout the entire Ruleset (where the replacement terms are different, and neither includes any words in a form in which they already appear in the non-dynastic Ruleset), and/or list a number of dynastic rules to keep. When such an Ascension Address is posted, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed. Between the enactment of the DoV and the posting of the Ascension Address, no new DoV may be made and BlogNomic is on Hiatus.

Before an Ascension Address has been posted for a new Dynasty, the Gaia may pass the role of Gaia to another Island by making a post to that effect.

This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but it 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 Island’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. Islands 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 Island within BlogNomic, and should announce publicly if they control both a non-Idle Island and any Idle Islands.
  • A Island 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 Island should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Island should not edit their own blog comments once posted, nor those of any other Island.
  • A Island should not edit the “Entry Date” field of a blog post.
  • A Island should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Island 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 Island 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 Island must use their own name in the Dice Roller, when rolling dice.
  • A Island should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Island should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.

Dynastic Rules

Turns

The game is divided into Rounds, which are tracked as a non-negative integer that is tracked in the Great Sea page of the wiki, and which defaults to 1. In each Round, each Island gets one turn.

Each Island has a variable called Turn Timer, which is a non-negative integer (or the symbol ‘-’) that is tracked on the Great Sea page of the wiki and defaults to -.

Whenever the Turn Timer of all Islands is -, any Island may Generate Time, which is an atomic action with the following steps:

  • Remove the text “DELAY:” from the title of every rule which begins with “DELAY:” and from every line of a dynastic rule where the line begins with “DELAY:”
  • Roll DICE100 for each Island
  • Apply the results to the respective Island’s Turn Timer
  • Set the Weather
  • Increase the Round by 1.

If one Island has a Turn Timer that is higher than the turn Timer of all but at most one other Island, then it is their Turn. When it is an Island’s Turn, they must carry out the following atomic action:

  • Carry out this entire list of Underground Actions in any order:-
    • Roll: Select two of their Terrain Dice, select a random effect from each dice, then carry out these effects in any order
    • Flood: If it is Round 5, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset.
    • Shift: Either increment their Pressure by 1, or set their Pressure to zero.
    • Consume: Check the difference between their Animal Biomass and Foliage scores. If the former is greater than the latter, reduce its Foliage by the difference between the two, to a minimum of zero, with any excess reduction being taken from that Island’s Animal Biomass score instead
    • Contain: If their turn timer is lower than 3 times their pressure, explode
  • Selectively carry out some, all or none of this list of Overground Actions, no more than once each per turn, in any order:-
    • Deposit: Add a new level with 0 land to the bottom (end) of their topology
    • Propogate: set their value for one gamestate variable to match Schwingrasen’s value for that same Variable
    • Adjust: Take an Dice Face Action as per the rule Adjustments.
  • Seed: set the value of one of Schwingrasen’s held gamestate variables to match their own value for that same Variable
  • Make a post to the blog summarising their Turn
  • Set their Turn Timer to -

If there are ever multiple Islands tied for highest Turn Timer, at a value other than “-”, any Island may select one of those Islands at random and increase its Turn Timer by 1.

When an Island goes idle, set its Turn Timer to “-”.

Delayed Rules

Any rule that begins with the text “DELAY:” is considered to be a Delayed Rule. The contents of a Delayed Rule are all flavour text. Additionally, if the line of a dynastic rule begins with the text “DELAY:” that line is also considered to be flavour text.

If no Island has taken a turn since an Island last Generated Time, any Island may remove the text “DELAY:” from the title of every rule which begins with “DELAY:” and from every line of a dynastic rule where the line begins with “DELAY:”

Dice

Each Island has a number of Terrain Dice (which may be referred to simply as Dice), which are held on the Great Sea page of the wiki. A Die takes the format of ‘Name: {1,2,3…}’ where the name is a single word of flavour text, and each item is an effect or outcome on the gamestate.

These Dice default one each of the following:

  • Brown: {No effect,1 Land,1 Land,1 Land,2 Land}
  • Green: {No effect,1 Foliage,1 Foliage,1 Foliage,2 Foliage}
  • Red: {No effect,No effect,1 Animal Biomass,2 Animal Biomass}
  • White {1 Mana,1 Mana,1 Mana,1 Mana,1 Mana,3 Mana}
  • Black: { no effect, no effect, sputter, upwell, effuse , erupt }

An effect listed as “X Stat” (where “X” is a number and “Stat” is an aspect of an Island) means increasing the named aspect of the Island taking the action, by the amount X. (If X is a negative number, this will result in the aspect being decreased, to a minimum of zero.) Such an effect is known as a Basic Effect. The Value of an Basic Effect is the value corresponding to X, and the Stat of a basic effect is the named Aspect.

Adjustments

An Island taking the Adjust action must choose from the following Dice Face Actions and carry it out. An Island may carry out as many of these Actions as they would like, provided that they can pay the Mana cost:

  • Spend 1 Mana: Increase or Decrease one Basic Effect on one of their Dice by 1.
  • Spend 2 Mana: Add a Basic Effect that appears on any of their Dice, or any Orphan Face, to any of their Dice, or remove a single Basic Effect from any Dice.
  • Spend 3 Mana: Remove a No effect result from one of their Dice.
  • Spend 5 Mana: Start a new Dice with a name randomly selected from the names of chemical elements (re-roling results that give names that already exist for Dice for that Island)
  • Spend 5 Mana: Create a Compound Effect, joining two existing Basic Effects on a single Dice into a single Effect.
  • Spend 7 Mana: Destroy one of their own Dice.

Orphan Faces

The following is a list of effects that can appear on a Dice, but currently do not:

  • spring
  • 1 crag
  • rare minerals
  • 1 cave

Island Characteristics

Topology

An Island with a level of 3 might have a Land score of 5,0,7, indicating that the top level has 5 units of exposed land, the second has zero (i.e. sheer cliffs), and the third level has 7 units of exposed land surrounding the cliff faces leading up to level 2.

All Islands have a topology, which is a list of levels. A level is an integer number, and may be referred to by its position in the list. The default value for Topology is a single level with 5 land. An island’s Land is the sum of the Levels in its topology. The first level of an island’s topology is its top, and the last level is its bottom. If an island’s land is increased without specifying which level is increased, the bottom level of its topology is increased.

Each Island has an Altitude statistic, which is the number of levels in its topology.

To Erode an Island is to reduce the value of each of its Levels by 1 (to a minimum of zero), then to remove all zero-value Levels from its Topology which have only zero-value Levels or no Levels above them.

Tectonics

All Islands have a score for Pressure, which is an integer that is tracked on the Great Sea page of the wiki.

If an Island’s Turn Timer is an even number, then that Island is in a Receding Sea. If an Island’s Turn Timer is an odd number, then that Island is in a Strong Sea.

When an island sputters, increase its top level by 1
When an island effuses, increase its bottom (last) X levels by 1, where X is the lower of pressure or altitude
When an island upwells, add a level to its bottom (end) with pressure land
When an island erupts, reduce its foliage by 2 and add a level to its top (beginning) with pressure land
When an island explodes, reduce its foliage to 0 and remove the top half (rounding down) of its levels

Flora

All Islands have a score for Foliage, which is a non-negative integer that is tracked on the Great Sea page of the wiki and defaults to 0. If an Island’s Foliage would be set higher than an Island’s Land, it is instead set equal to the Island’s Land.

Fauna

All Islands have a score for Animal Biomass, which is a non-negative integer that is tracked on the Great Sea page of the wiki and defaults to 0.

Ecology

Islands have habitability scores, calculated as follows:

  • Flyer Habitability is equal to the sum of an island’s levels immediately over a cliff
  • Runner Habitability is equal to the highest value of any single level that is not the bottom, or 0 if no such level exists
  • Climber Habitability is equal to an island’s foliage
  • Swimmer habitability is equal to the value of the island’s bottom level
  • Predator habitability is equal to an island’s biomass

As an action with a Time Threshold of Round 15, an Island who is not Dying may achieve and declare victory, if every one of their Habitability scores exceeds the corresponding Habitability score of each other Island.

Aesthetic Features

Each Island can gain an Aesthetic Feature when instructed to by rolling the relevant result on a Terrain Dice. The available types of Aesthetic Feature are listed in this rule, and each has a name, the rule for that Feature (including the dice result that provokes it), how it is noted in the Great Sea page of the wiki, and a flavour text description of the feature that would be added to an Iisland.

Name: Cliff
Rule: Whenever an Island Level has a Land score of zero, that level is a Cliff.
Notation: As per the rule Topology.
Description: A sheer face of rock and scree.

Name: Stream
Rule: When an Island rolls a spring on a terrain dice, they must choose a level of their island to apply it to. If that level has a land value that is higher than zero then it forms a stream. The length of a stream is the number of levels between its source (the spring) and the bottom level of the Island, inclusive.
Notation: An asterisk (*) next to the number on the source level of the Island’s Land variable.
Description: Fresh water spilling from a cleft in the rocks, running downhill to join the ocean.

Name: Waterfall
Rule: When an Island rolls a spring on a terrain dice, they must choose a level of their island to apply it to. If that level has a cliff then it forms a waterfall. The length of a waterfall is the number of consecutive levels of cliff between its source (the spring) and the next lowest level that has a non-zero Land score, inclusive.
Notation: An asterisk (*) next to the number on the source level of the Island’s Land variable.
Description: Fresh water in freefall down a cliff-face, ending in a shallow bathing pool before draining away into the soil.

Name: Crags
Rule: When an Island rolls a Crag Basic Effect on a Terrain Dice, they must choose a cliff on their Island to apply it to. A Level may not gain a Crag if it already has a number of Crags equal to the amount of Land on the first non-cliff Level above it.
Notation: A circumflex (^) followed by the amount of Crag on that level next to the level in question in the Island’s Land variable (eg 0^6 for a level with 6 crag).
Description: Rough, weathered, pockmarked cliff faces that plants and animals can live on if specialised.

Name: Cave
Rule: When an Island rolls a Cave Basic Effect on a Terrain Dice, they must choose a level of their Island to apply it to. A Level may not gain a Cave if it already has a number of Caves equal to the sum of the Lands of itself and all Levels above it.
Notation: A number, tracking the amount of Cave, in brackets after the Land value of the level in question in the Island’s Land variable (eg 4(3) denotes a level with 4 land and 3 caves).
Description: Caves cutting into the bedrock of the island. Home to exotic plants and animals.

Name: Rare Minerals
Rule: When an Island rolls a Rare Minerals effect on a Terrain Dice they must choose a level of their Island to apply it to.
Notation: The Land value of the chosen level in the Island’s Land variable should be preceeded by a dollar symbol ($) for each Rare Mineral effect that is applied there (eg $$$4 denotes a level with 4 land and 3 incidences of rare minerals)
Description: An extrusion of rare and beautiful stones and minerals

If ever an Island rolls an Aesthetic Feature and cannot legally place it then they may skip that placement.

Dynastic Actions

An Action has a Time Threshold if it is specified that it becomes an Action at a certain specific interval, such as a specific round number, Island turn, or date. If an Action has a Time Threshold, it only becomes an Action during that Threshold’s interval.

The Floating Island

The Great Sea page of the wiki tracks an NPC called Schwingrasen. Gaia may change the name of Schwingrasen in the ruleset and gamestate at any time, and must do so if it shares the name with any Island. Schwingrasen is not an Island and may not take any Actions of any kind. Schwingrasen has all of the gamestate variables that an Island does, except for Turn Timer, for which Schwingrasen may never have a value.

The default values for variables held by Schwingrasen are always the values for the relevant variables held by Schwingrasen.

Weather

The Current Weather is a piece of gamestate, which is tracked on the Great Sea wiki page. It may any of the following Weather Options, or empty, and starts as empty. Weather Options have two parts, a Name which is how the Weather may be referred to in the game state but is otherwise flavour text, and the effect which applies only if it is the Current Weather. The Effects of the Current Weather overrule the effects of other dynastic rules.

  • Name: Rainstorm. Effect: All Islands are in a Strong Sea. No Islands are in a Receding Sea.
  • Name: Drought. Effect: All Islands are in a Receding Sea. No Islands are in a Strong Sea.
  • Name: Fog. Effect: When an Island performs the Roll action, they must select their Terrain dice randomly.
  • Name: Pleasant. Effect: During their turn, each Island performs the Roll an additional time.
  • Name: Snow. Effect: Islands may not gain Foliage, any action that would result in their Foliage increasing instead leaves their Foliage unchanged

When an Island Sets the Weather, they randomly select one of the Weather Options which is not the Current Weather. That option becomes the Current Weather

Mana

Each Island has a quantity of Mana, which is a non-negative integer tracked on the Great Sea page of the wiki.


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 an asterisk, (*) 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 rules titled “Islands” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.

Dormancy [Active]

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

Imperial Deferentials [Inactive]

If the Gaia has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Islands have voted FOR the Proposal than have voted AGAINST it) or AGAINST (in all other cases).

Dynastic Distance [Active]

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

The Traitor [Inactive]

The Traitor for a particular Dynasty may be a Island (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current Dynasty is tracked privately by the Gaia, and the Gaia should not share this information with Islands other than the Traitor.

If there is no Traitor for the current Dynasty, and BlogNomic is not on Hiatus, the Gaia may secretly randomly select a Island (other than the Gaia) and privately inform them that they are the Traitor for the current Dynasty.

A Traitor is under no obligation to honour any informal promises they have made with other Islands, nor to tell the truth to them, and is encouraged to betray other Islands in order to achieve victory.

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. (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.)

Imperatives

Can
“is able to”
Shall
“is required to”
Should
“is recommended that”

Time

Daily Action
If a game action is a Daily Action, each Island 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 Island 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.
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 Island 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 Island per week.

Other

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 Islands.
Dice
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 Island’s Effective Vote Comment with respect to a given Votable Matter is that Island’s Comment to that Votable Matter, if any, that contains that Island’s Vote on that Votable Matter.
Commentary
When posting a blog entry, a Island 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.
Flavour Text
If a part of the ruleset is defined as being “flavour text”, it is gamestate and remains part of the ruleset document, but is not considered to have any meaning beyond being a string of characters. Islands 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.
Gamestate
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.
Hiatus
If BlogNomic is on Hiatus, Dynastic Actions may not be taken, 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.
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 Islands is half the number of Islands in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Islands it is referring to, it is referring to a Quorum of all Islands.
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 subrules of other rules.
Slack
The BlogNomic Slack is located at blognomic.slack.com. Islands 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 (e.g. #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.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
Uphold
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.
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, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Island 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 only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than two hours old and either no Island 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. 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 Island 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 Island is defined as a Island who has been a Island for fewer than seven days or a Island 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 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.

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 Island’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 Island may correct the representations to comply with the Gamestate.

If a Island 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 Island, if doing so would not require the correcting Island to make any decisions on behalf of the original Island.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Islands 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 Island may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Random Generators

The Dice Roller at https://blognomic.com/dice/roll.php 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.

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

If a Proposal proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Proposal must name a Island with such access. Only a Island with such access may Enact that Proposal. If that Proposal does not name a Island with such access, that Proposal 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 DICE roll in the Dice Roller, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Island 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 Island 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.
  • An Atomic Action may direct the Island performing it to skip some of its steps, which the Island must do and in which case the skipped steps are considered completed for this rule.
  • If a Island 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 Island must redo the Atomic Action; for that purpose, the Island 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 Island 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.

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, a Island can spend only their own values, and a rule that allows Islands to transfer a numeric value only allows them to transfer that value from themselves to another Island (of their choice unless otherwise stated).
  • A Island 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.

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 (e.g. 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 the Admin enacting a Proposal reaches a step which cannot be applied immediately (e.g. “two days after this Proposal enacts, Island 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.
  • If a dynastic rule has no text and no subrules, any Island 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.

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 (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
  • A Island 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

  • 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.
  • The terms “Island” and “Player” are synonyms.
  • Islands 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”.

Names

  • Within the Ruleset, a word only refers to the name of a Island if it is explicitly stated that it refers to a Island’s name.
  • If a rule would ever have no name, it is instead given the name of the proposal that created it, or (if this is not possible) the name “Unnamed Rule”.
  • The names of rules 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 Proposal, the name used in reference to a specific Proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a Proposal 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, any text between a pair of opening and closing braces, and, in the case of Special Case Rules, any asterisks, as long as such a reference would be unambiguous.
  • Where a proposal refers to a second proposal by name, it is assumed to refer to the most recently posted proposal of that name which pre-dates the first proposal.

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 other 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. A Special Case Rule has equal precedence as a Dynastic Rule, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule;
  4. If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Islands may Kick each other” and “Islands may not Kick each other on Tuesdays” exist, and it is Tuesday, Islands may not Kick each other);
  5. If two contradicting parts have the same scope, the negative rule applies (e.g. with “Islands may Punch a Spaceman on Friday” and “Islands may not Punch Spacemen on Friday”, then Islands may not Punch Spacemen on Friday).

Mentors

A Island may have another Island as a Mentor. Islands who are willing to act as a Mentor are listed on the Mentorships wiki page, and are said to be “Tenured”. A Island may add or remove their own name from this list at any time.

If an unmentored Island requests a Mentor, or a new Island has joined the game and has no Mentor, the Gaia should select a Tenured Island and ask them to take that Island on as a Mentee; if they accept, then such a Mentorship is established. The Gaia should take care to consider game balance when selecting a potential mentor.

A relationship between a mentor and a mentee is a Mentorship. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Gaia should announce it in a blog post. A Island may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

If there is no Gaia, any Island who has been active in at least three previous dynasties may act as Gaia 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, Slack, and end-of-dynasty notifications through the Facebook group or Twitter;
  • 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 Island 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 Islands.
  • 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.