Difference between revisions of "Ruleset"

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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Punters shall obey it.
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This is the '''Ruleset''' for BlogNomic; all Seekers 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.
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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 set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.
  
 
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
 
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
  
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Punter may update it to do so.
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If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Seeker may update it to do so.
  
== Punters ==
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The gamestate tracking page for this dynasty is the [[Photo Gallery]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Punter may make a blog post making clear their wish to be a Punter (plural form Punters); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Punter.
 
  
A Punter may only change their name as a result of a Proposal approving the change.
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== Seekers ==
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A human with access to the blog who is not already a Seeker may make a blog post making clear their wish to be a Seeker (plural form Seekers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Seeker. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
Some Punters are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Punters 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.
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A Seeker may only change their name as a result of a Proposal approving the change.
  
A Punter may cease to be a Punter at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Punter in this way may not become a Punter again within the following two weeks.
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Some Seekers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Seekers 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. Seekers may be made Admins through Proposal or CFJ.
  
===Idle Punters ===
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A Seeker may cease to be a Seeker at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Seeker in this way may not become a Seeker again within the following two weeks.
  
If a Punter is Idle, this is tracked by their name being removed or concealed in the list of currently active Punters in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Punters ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Punters are not counted as Punters . The combined term “Idle Punter” can be used to refer to Punters who are Idle even in rules that do not treat them as Punters.
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===Idle Seekers ===
  
If a Proposal contains a provision that targets a specifically named Idle Punter, then that Idle Punter is considered to be Unidle solely for the purposes of enacting that specific provision.
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If a Seeker is Idle, this is tracked by their name being removed or concealed in the list of currently active Seekers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Seekers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Seekers are not counted as Seekers . The combined term “Idle Seeker” can be used to refer to Seekers who are Idle even in rules that do not treat them as Seekers.
  
When a Punter 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 Punter Idled in a different Dynasty), the Punter is given the default value for new Punters, if such a value exists.
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If a Proposal contains a provision that targets a specifically named Idle Seeker, then that Idle Seeker is considered to be Unidle solely for the purposes of enacting that specific provision.
  
An Admin may render a Punter Idle if that Punter has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Punter has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Punter during the current and subsequent dynasty. 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 Punter if that Punter is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Punter who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
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When a Seeker 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 Seeker Idled in a different Dynasty), the Seeker is given the default value for new Seekers, if such a value exists.
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An Admin may render a Seeker Idle if that Seeker has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Seeker has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Seeker during the current and subsequent dynasty. 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 Seeker if that Seeker is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Seeker who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
  
 
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.
 
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.
  
 
Idle admins can resolve Votable Matters as a non-idle admin would.
 
Idle admins can resolve Votable Matters as a non-idle admin would.
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 +
===Dormancy===
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If there are fewer than four Seekers (not including the Observer), then BlogNomic is on Hiatus.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Punter, known as the Bookie. If there is no Bookie, the Dynasty is a Metadynasty.
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BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Seeker, known as the Observer. If there is no Observer, the Dynasty is a Metadynasty.
  
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Punter may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Seeker may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Observer is not a Seeker.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Punters may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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A '''Votable Matter''' is a post which Seekers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Punter 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 Punter'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-Punter never has a Vote, even if they were a Punter previously and had cast a valid Vote.
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Each Seeker 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 Seeker'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-Seeker never has a Vote, even if they were a Seeker previously and had cast a valid Vote.
  
If a Punter other than the Bookie casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Bookie. When the Bookie 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 Bookie's Vote for the purposes of other rules unless otherwise specified.
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If a Seeker other than the Observer casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Observer. When the Observer 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 Observer's Vote for the purposes of other rules unless otherwise specified. When the Observer themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
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A Votable Matter is '''Unpopular''' if any of the following are true:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of Punters who are not voting AGAINST it is less than Quorum.
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* The number of Seekers 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.
 
* It has been open for voting for at least 48 hours and it is not Popular.
  
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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 have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).
  
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
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Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.
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* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
 
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
 
* The modification 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.
 
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
 
== Proposals ==
 
== Proposals ==
Any Punter may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Punter already has 2 Proposals pending or has already made 3 Proposals that day).
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Any Seeker may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Seeker already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a Punter casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Bookie may use VETO as a voting icon to cast a Vote on a Proposal; when the Bookie casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Bookie later changes their Vote.
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When a Seeker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Observer may use VETO as a voting icon to cast a Vote on a Proposal; when the Observer casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Observer later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
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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.
 
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.
  
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.
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When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Seeker A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Punters actively disagree as to the interpretation of the Ruleset, or if a Punter feels that an aspect of the game needs urgent attention, then any Punter may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
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If two or more Seekers actively disagree as to the interpretation of the Ruleset, or if a Seeker feels that an aspect of the game needs urgent attention, then any Seeker 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:
 
A Pending CfJ may be Enacted by any Admin if all of the following are true:
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== Victory and Ascension ==
 
== Victory and Ascension ==
  
If a Punter (other than the Bookie) 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.
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If a Seeker (other than the Observer) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
  
A Punter's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Punter may be made unidle, and no new player joining requests may be administered.
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A Seeker's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Seeker may be made unidle, and no new player joining requests may be administered.
  
 
A Pending DoV may be Enacted by any Admin if any of the following are true:
 
A Pending DoV may be Enacted by any Admin if any of the following are true:
  
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, it has been open for at least 12 hours, and either the Bookie has Voted FOR it or it has no AGAINST Votes.
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* It has a number of FOR Votes greater than 2/3rds of the number of Seekers, it has been open for at least 12 hours, and either the Observer has Voted FOR it or it has no AGAINST Votes.
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, and it has been open for at least 24 hours.
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* It has a number of FOR Votes greater than 2/3rds of the number of Seekers, 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:
 
A Pending DoV may be Failed by any Admin if any of the following are true:
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* It is more than 48 hours old and cannot be Enacted
 
* It is more than 48 hours old and cannot be Enacted
  
If a DoV is Failed and it had at least one AGAINST vote, the Punter who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
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If a DoV is Failed and it had at least one AGAINST vote, the Seeker who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
  
When a DoV is Enacted, all other pending DoVs are Failed, the Punter who posted the DoV becomes Bookie, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
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When a DoV is Enacted, all other pending DoVs are Failed, the Seeker who posted the DoV becomes Observer, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
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If the game is in an Interregnum then the new Observer must either Pass the Mantle (by making a post naming a Seeker who was not the last dynasty’s Observer, in which case the passing Seeker ceases to be the Observer and the Seeker so named becomes the Observer) or start a new dynasty by completing the following Atomic Action:
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* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Observer's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
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* Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
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* Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
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* Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
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* Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the Observer is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].</blockquote>
  
If the game is in an Interregnum then the new Bookie must either Pass the Mantle (by making a post naming a Punter who was not the last dynasty’s Bookie, in which case the passing Punter ceases to be the Bookie and the Punter so named becomes the Bookie) or start a new dynasty by completing the following Atomic Action:
 
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Bookie's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
 
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
 
  
 
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
 
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
  
 
== Fair Play ==
 
== 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 Punter'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. Punters should vote against any DoV that relies on having broken a fair play rule.
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The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Seeker'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. Seekers 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 Punter within BlogNomic, and should announce publicly if they control both a non-Idle Punter and any Idle Punters. This extends to exerting full control over the actions of another Punter, defined here as the controlled Punter's game behavior being functionally indistinguishable from if the controlling Punter was logged into their account and playing through it, over a period of more than a day.
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* A single person should not control more than one non-Idle Seeker within BlogNomic, and should announce publicly if they control both a non-Idle Seeker and any Idle Seekers. This extends to exerting full control over the actions of another Seeker, defined here as the controlled Seeker's game behavior being functionally indistinguishable from if the controlling Seeker was logged into their account and playing through it, over a period of more than a day.
* A Punter 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.
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* A Seeker 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 Punter should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
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* A Seeker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
* A Punter should not edit their own blog comments once posted, nor those of any other Punter.
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* A Seeker should not edit their own blog comments once posted, nor those of any other Seeker.
* A Punter should not edit the “Entry Date” field of a blog post.
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* A Seeker should not edit the “Entry Date” field of a blog post.
* A Punter should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Seeker should not make a DoV primarily to delay the game by putting it into Hiatus.
* A Punter should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
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* A Seeker 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 Punter 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 Punter must use their own name in the Dice Roller, when rolling dice.
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* A Seeker 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 Seeker must use their own name in the Dice Roller, when rolling dice.
* A Punter should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Seeker should not deliberately and unreasonably prolong the performance of a game action once they have started it.
* A Punter should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Punter to achieve victory.
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* A Seeker should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Seeker to achieve victory.
* A Punter should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.
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* A Seeker should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Punter or Punters to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
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*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Seeker or Seekers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
 
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
 
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
 
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.
 
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.
  
All Punters and idle Punters should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Punters are encouraged to commit to upholding them to whatever extent is possible.
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All Seekers and idle Seekers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Seekers are encouraged to commit to upholding them to whatever extent is possible.
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</div>
 
</div>
  
 
= Dynastic Rules =
 
= Dynastic Rules =
  
==Form Sheet==
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==Shots==
There is a publicly tracked list of Sporting Events, each of which must have a Date, a Sport, an Odds, and the required number of Participants for that Sport; it should also (if it occurred in the past) have an Outcome (being the result of the Sporting Event) and a list of Winners (being the list of Punters whose whose Bet matched the Outcome of that Sporting Event). This list is called the Form Sheet.
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Seekers may create Shots by taking photographs (or having photographs taken on their behalf) and hosting them through the image hosting functionality offered by the BlogNomic wiki.
  
Each date has an integer Capacity, which is by default 0 and cannot be higher than the number of Sporting Events. If the Form Sheet shows fewer Sporting Events on a given date than that date’s capacity then the Bookie may randomly select a Sporting Event which is not already currently being held on that date, its Participants (using a Participant Selection method) and its Odds, and add it to the Form Sheet for that date. If any existing Sporting Event does not have Participants, the Bookie should select Participants using Participant Selection for each such Sporting Event as soon as possible.
+
A Shot is confirmed as Authentic if it was taken outside and includes an appearance of a hand-written note (as part of the Shot) which includes the name of an active Seeker and the Merriam Webster Word of the Day for the day on which the Shot was taken, or the preceding day (per http://www.merriam-webster.com/word-of-the-day). Such a post is known as a Snap. A typographical error does not prevent the Shot from being Authentic, as long as it’s obvious what the intended word is.
  
When the Bookie adds Odds to a Sporting Event, those Odds are expressed in the form “X-to-Y”, where X and Y are integers greater than 0, and are be listed next to each Potential Outcome. If Odds are used in a Sporting Event, they must be applied to all Potential Outcomes. The values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds cannot be used in any Sporting Event in which that Sport occurs.
+
==Criteria==
 +
There exist a number of Public Criteria, which are a type of Criteria, and which are listed in this rule. Each Seeker has a set of up to five Private Criteria, which are a type of Criteria - defaulting to blank. Each Private Criteria is privately tracked by its seeker, and publicly tracked by its sha256 hash which includes the Private Criteria plus a salt of 5 characters or less. Each Private Criteria also has a publicly-tracked count of satisfying Shots and unsatisfying Shots, both defaulting to 0. At any time a Seeker may change any of their Private Criteria as an atomic action named Criteria Refresh with the following steps:
 +
* Post the hash and the secret text of each Private Criteria being changed in a blog entry.
 +
* For each Private Criteria being changed, update the hash and reset its satisfying and unsatisfying counts to zero.
  
Participant Selection is the method by which Participants are selected for a Sporting Event from the list of Potential Participants for that Sport. If a Participant Selection method is not specified for a Sport, the default Participant Selection method is for the Bookie to randomly choose the Participants.
+
An Authentic Shot’s Criteria Score is equal to the number of Criteria it meets.
  
Whenever the Bookie is required to make a selection in a random manner, they should instead do this in a secretly random manner.
+
The following Public Criteria exist:
 +
* A Snap which includes a specific named entity that had its own Wikipedia page at Mon 18/03/24—09:00 UTC
 +
* A Snap in which at least one article of clothing worn by the posting Seeker at the time that the Snap was taken is visible
 +
* A Snap that contains a message to the viewer
  
===Sports Resolution===
+
Two Criteria are considered to be equivalent if any shot which meets the first criteria also meets the second criteria, and any shot which does not meet the first criteria also does not meet the second criteria. None of a Seekers private criteria can be equivalent to another of that Seekers private criteria.
The Bookie may generate the resolution, using their Resolution Method for that sport, to any Sporting Event in advance of the time at which it takes place. A day’s sporting events all take place on that day at exactly noon UTC; as soon as possible thereafter the Bookie should make a Results Post, a post in the Story Posts category detailing all sporting events that have taken place that have not appeared in a previous Results Post, including any results that may be associated with those events, and summarising all random choices that were made as part of determining those events’ results (excluding Meddlings). It should also state which Punters have won Readies as a result of Bets placed on each of those Events. If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped. When generating the resolution of a Sporting Event, the Bookie applies all Meddlings that were planned against Participants in that Event. (If the same Meddling would be applied multiple times to the same Participant in an Event, it is instead only applied once.)
 
  
If a Sport’s resolution procedure doesn’t say when it ends, it ends whenever one or more of its listed Potential Outcomes occurs.
+
A Private Criteria is considered Saturated if its satisfying count or its unsatisfying count is greater than or equal to five (or half the number of seekers, whichever is greater).
  
===Odds===
+
A Private Criteria’s Exposure is equal to its Unsatisfying Score plus its Satisfying Score.
All Potential Outcomes on each Sporting Event have Odds, which are the Odds on that outcome being offered by the Bookie. Odds are expressed in the form “X-to-Y” or “X:Y”, where X and Y are integers greater than 0, and are listed next to each Potential Outcome. When a Sporting Event is created, the values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds for each Outcome are determined as follows:
 
* For each Outcome where one Participant wins, set Y for the Odds of that Outcome to that Participant’s Track Record for this Sport and set X for the Odds of that Outcome to 3 plus the total of the Track Record of all other Participants for this Sporting Event.
 
* For the Outcomes of “Draw” and “All Participants Die”, if either exists, set X for the Odds of that Outcome to the total of the Track Record of all Participants for this Sport and set Y to 3.
 
* For any other Outcome that does have a rule for its Odds already covered by the preceding bullet points and where only one Participant is referenced in that Outcome, set Y for the Odds of that Outcome to that Participant’s Track Record for this Sport and set X for the Odds of that Outcome to 5 plus the total of the Track Record of all other Participants for this Sporting Event.
 
* Optionally, resolve the ratio of X:Y to the lowest-common-denominator
 
  
Any Punter or the Bookie should update the Odds of the Outcomes of a Sporting Event before 00:00 UTC on the day that Sporting Event occurs using the rules for Odds.
+
The date and time (to nearest minute) a given Private Criteria was last changed should be tracked on the gamestate tracking page in a column called “last modified”.
  
==Sporting Events==
+
Private criteria may only refer to and be verified by the contents of the shot. Private criteria may not refer to things such as the date, other criteria, the contents of other documents or the thoughts, opinions or feelings of any Seeker.
The Sports that can occur as part of a Sporting Event are as follows:
 
* Nomich
 
* ClingBoom
 
* Giolitti
 
* Blogbots
 
* Boxing
 
Each Sport has public elements and secret elements. The public elements that make up each Sport are detailed in subrules to this rule. The subrules to this rule also specify which secret elements are tracked. Secret elements to a sport are kept privately by the Bookie.
 
  
As a minimum, a Sport should have the following public elements: a list of potential Participants, a number of Required Participants for a Sporting Event, and a list of Potential Outcomes. A Sport should also have a method of resolution as a secret element, which the Bookie should set once before the first time a Sporting Event involving that Sport is resolved, and then only amend as directed by the ruleset.
+
===Reasonable Limits===
  
Sport Participants may have qualities, which are usually specific to and defined by the respective Sport. When a quality is secret, it is privately tracked by the Bookie. When a quality is public, it is publicly tracked. Whenever a Participant exists who does not have a value for quality required by a Sport for which they are a Potential Participant, then the Bookie should (and must, before resolving any Sporting Event in which that Participant is a Participant), at their first opportunity, generate that quality by any mechanism defined for that quality, or by generating a random legal value if no other mechanism is defined. Every Potential Participant in every Sport has a score for Dominance, which most be a positive integer and which is privately tracked by the Bookie. The Bookie is encouraged to ensure that the Resolution Methods for all Sports incorporate the Dominance of the Participants, such that the Participant with the higher Dominance is favoured.
+
A Criteria must have the following characteristics:
 +
* May be no longer than 50 characters in length
 +
* Must be expressed in vernacular English
  
Each Participant in each Sport has a public value for Track Record. To initialise a Participant’s Track Record, the Bookie should generate 10 dummy Sporting Events that involve that Participant, and set their Track Record to the number of times in that 10 Sporting Event streak they won. Thereafter, each Participant’s Track Record is increased by 1 every time they win a Sporting Event.
+
===Audit===
  
===Nomich===
+
As part of a Declaration of Victory, the Seeker posting the DoV must include a history of their Private Criteria and corresponding salt in the body of the DoV post. Any DoV which does not contain this information is not considered a valid DoV and should be marked as illegal.
  
*Potential participants: Gothmog Hall, Ichneumon Hall, Penanggalan Hall, Bandersnatch Hall
+
If they have not already done so this dynasty, and they have previously had any private criteria created prior to March 26th 2024, then a seeker must make a blog post containing the history of every Private Criteria they had which was created before March 26th 2024 and its corresponding salt. A Seeker who needs to perform this action may not post any Snaps, Guesses or respond to Snaps until they perform this action.
*Required Participants: 2
 
*Potential Outcomes: X Participant wins; Draw
 
*Secret Element: Method of Resolution.
 
*Meddling (Transmute): Whenever the Meddled Participant is dealt an Ace, it becomes a King of the same suit instead.
 
*Meddling (Drop): The Meddled Participant is dealt one additional card, then their highest rank card (ties resolved at random) is discarded.
 
  
===ClingBoom===
+
===Personal Criteria===
 +
Each Seeker has a Personal Criteria, which defaults to empty. A Seeker may initiate the process of setting their Personal Criteria by making an uncategorized blog post where the title of the post contains the text “Personal Criteria Request” and the body of the post may contain any text of the author’s choosing. This type of blog post is known as a Personal Criteria Request, and the author of such a post is the Requestor.
  
* Potential Participants: Acid Yoda, Laser Mideg, Buzzsaw Darth Cliche, Cheesecutter Purplebeard
+
All Seekers other than the Requestor may respond to a Personal Criteria Request with one of the following types of responses, and only one of each such response type per Personal Criteria Request:
* Required Participants: 4
+
* A non-fictional object that has not yet been mentioned in the responses to this Personal Criteria Request
* Potential Outcomes: X Participant wins, All Participants die
+
* A FOR with the name of an object already mentioned by another Seeker in this Personal Criteria Request
* Secret Element: Method of Resolution.
 
* Meddling (Arena tampering): The chosen Participant’s name contains the name of the chosen trap; after the list of traps is made, a random trap that is not the chosen trap is changed to the chosen trap.
 
* Meddling (Laxative): The selected Participant has 1 fewer Hit Points.
 
  
===Giolitti===
+
The Requestor may respond to this Personal Criteria Request with a AGAINST and the name of an object already mentioned by another Seeker in this Personal Criteria Request. They may do this once for each such unique object.
  
* Potential participants: Carpino, Di Fieri, Micheli, Paparoni, Scaletti
+
48 hours after a Personal Criteria Request is posted, among the objects that were not mentioned in a response by the Requestor with a AGAINST, if there is an object mentioned in more responses containing FOR than any other object in that Personal Criteria Request, the Requestor’s Personal Criteria is set to that object. Otherwise, that Personal Criteria Request has failed and any further responses to it are invalid.
* Required Participants: 2
 
* Potential Outcomes: X Participant wins; Draw
 
* Odds: 9-to-5 for outcomes where a Participant wins, and 10-to-3 for a Draw
 
* Secret Element: Method of Resolution.
 
* Meddling (Centofanti): Instead of being chosen at random, the Grand Canal is Devil.
 
* Meddling (Pantalone): The Meddled Participant’s Pocket is increased by 2.
 
  
===Blogbots===
+
Each Seeker’s Personal Criteria is publicly-tracked.
* Potential Participants: The Dark Lord, Hard Hat, CarolAIna Reaper, B.A.D., Credit Score: F, Bad Door, The Killing Joke, Ducktank
 
* Required Participants: 2
 
* Potential Outcomes: X Participant Wins, X Participant Wins in Sudden Death, All Participants Trashed
 
* Public Quality: Scores for Chassis, Melee and Ranged, each of which must be between 1 and 6; a special weapon, which may be one of Flipper, Taser, Ram, or blank, initially being set to to blank.
 
* Private Quality: A Botscript, made up of six orders, each of which must be one of: “move forward one space”, “use melee weapon”, “use ranged weapon”, or “use special weapon”.
 
* Secret Element: Method of Resolution.
 
  
The effects of different BotScript lines are as follows:
+
==Scoring==
 +
Each Seeker has a Development Interval, which is a publicly tracked number that defaults to 5 which is at least 2, and a Score, which is a publicly tracked number defaulting to 0.
  
{| class="wikitable"
+
No more than once per number of days equal to their Development Interval, a Seeker may make a post in the story post category with the title of their choice which includes a single Authentic Shot.
|+ BotScript
 
|-
 
! Command !! Effect
 
|-
 
| Move forward one space || The acting Participant moves one space towards the other Participant. If this would move them into the same space as the other Participant, it instead does not, and takes Scratch Damage (0 chassis damage by default).
 
|-
 
| Use melee weapon || If the acting Participant is between one and n+1 spaces inclusive, where n is the acting participant’s Melee score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.
 
|-
 
| Use ranged weapon || If the acting Participant is between three and n+3 spaces inclusive, where n is the acting participant’s Ranged score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.
 
|-
 
| Use special weapon || If the acting Participant has a value of 'blank' for Special Weapon, nothing happens; otherwise a status is set to the other Participant, as follows:
 
* Flipper: Flipped: A Participant with Flipped has a 25% chance of each of its BotScript lines having no effect.
 
* Taser: Shocked: A Participant with Shocked has their BotScript replaced with a random BotScript.
 
* Ram: Dented: A Participant with Dented takes 1 Chassis Damage whenever they received Scratch Damage.
 
|}
 
* Meddling (Funding): The named Participant gains a random Special Weapon.
 
* Meddling (House Bots): All Participants in the next Bout have a 10% chance of taking 1 Chassis damage every time one of their BotScript lines is resolved.
 
  
After a Blogbots event, each Participant’s Chassis is restored to what it was before the event.
+
Within 48 hours of such a Shot having been posted, each Seeker (including the poster) may at most once respond to it stating:
 +
* which of their own Private Criteria that Shot satisfies and does not satisfy and
 +
* whether they find the Shot aesthetically pleasing or not, about which they must be honest, and include a few words of reasoning
  
===Boxing===
+
A seeker many only perform this action if all of the following are true:
* Potential Participants: Roberto “Silver Phantom” Calderon, Wild Man Danny Bannister, Alicia “Thunder City Cobra” Woo, Rebekka “The Sandman” Dante
+
* none of their Private Criteria has been changed since that Shot was posted
* Required Participants: 2
+
* there are no other Shots that were posted before the shot in question, within the last 48 hours, and which the Seeker in question has not already responded to in this manner
* Potential Outcomes: X Participant wins; Draw
 
* Secret Element: Method of Resolution.
 
* Meddling (Repackage): After the board is generated, but before marking, one random space that does not contain their name is changed to their name, if it exists.
 
* Meddling (Dive): The Participant loses the Match (unless both Participants were Meddled to Dive, in which case the Match is a Draw).
 
  
==The Gamblers==
+
Upon doing so:
 +
* For each non-Saturated Private Criteria in the response that the Shot satisfies, that Private Criteria’s satisfying count is incremented by one, and its owner’s Score is incremented by that Private Criteria’s unsatisfying count.
 +
* For each non-Saturated Private Criteria in the response that the Shot does not satisfy, that Private Criteria’s unsatisfying count is incremented by one, and its owner’s Score is incremented by that Private Criteria’s satisfying count.
 +
* If they found the Shot aesthetically pleasing they should increment the Score of its poster by 2.
 +
* If this Shot was one of the first 3 Authentic Shots they posted in this dynasty in which they responded to the Shot as described in this rule, and this Shot was posted on or after April 18 2024, they gain Score as follows: 20 Score for the first Shot, 10 Score for the second Shot, and 5 Score for the third Shot.
  
Each Punter has an amount of Readies, which is privately tracked by the Bookie; this amount may be negative, and defaults to 100. A Punter may request their number of Readies from the Bookie at any time; the Bookie should respond as soon as they are able when such a request is received.
+
Each Seeker has a Development Bonus which is publicly tracked and defaults to 0. Whenever a Seeker posts a Snap, they gain an amount of Score equal to three times their Development Bonus.
  
===Betting===
+
When a Seeker who has a non-empty Personal Criteria posts a Shot, the following rules apply to that Seeker for that Shot:
At any time, a Punter may place a Bet on any Sporting Event that they have not previously placed a Bet on by privately announcing the Bet’s elements (aside from their own name) to the Bookie. Bets placed are privately tracked by the Bookie and must have the following elements:
+
* If that Shot contains the object mentioned in their Personal Criteria at the time of that post, they gain 3 Score in addition to the other Score gains they may receive for that Shot.
* The name of the Punter placing the Bet
+
* If the preceding step does not apply, they may not gain any Score from that Shot.
* A single, specific Sporting Event (identified by the Sport and the date on which it will occur) in which the Bet was placed before the Sporting Event had occurred
 
* An outcome (from the Potential Outcomes for the Sport of that Sporting Event)
 
* A Stake (which must be a positive quantity of Readies that is not greater than the amount of Readies that Punter has, minus the Stakes of any other open Bets that Punter has, and cannot exceed 100)
 
* A Purchase Odds (which is the Odds on the selected Outcome at the time at which the Bet is placed, before Odds are updated on the basis of their own Bet)
 
  
After a Sporting Event has occurred, the Bookie should Cash all Bets for that Sporting Event, as an atomic action with the following steps:
+
===Editing Disclaimer===
* Remove all such Bets from public tracking
+
Any new post that contains a Shot must include a description of any edits or changes made to the photograph prior to it being made a Shot, with a lack of such a description indicating that no editing was done. If a post is found to have broken this rule, the Seeker responsible or any Admin should replace the Shot in the offending post with [https://wiki.blognomic.com/images/6/69/Dunce_cap.jpg this] image, no scoring may be performed for that post (and any scoring already awarded to the poster should be reverted), and the responsible Seeker may create a new post as if they had not made the offending post.
* For each Bet’s whose Outcome occured, increase the Readies of the betting Punter by the amount of the Stake multiplied by X and divided by Y, where X and Y are the values from the Purchase Odds of that Bet.
 
* For each Bet whose Outcome did not occur, decrease the Readies of the betting Punter by the amount of the Stake.
 
  
An Acca is a series of bets placed on any number of different Sporting Events that all take place on the same day. A Punter may, at any time, have up to one open Acca, and may place an Acca by sending the Bookie a message containing all of the Bets that it will incorporate, with the details of each bet as per the criteria in this rule, except for a single Stake that covers the entire Acca.
+
==Guesses==
 +
As a Weekly Action, a Seeker (the Guesser) with a score of at least 3 guess a private criteria of another Seeker (the Target) who is not currently Targeted by performing the following Atomic Action known as Initiating a Guess
  
When the Bookie is Cashing Bets, the Bets in an Acca are processed as follows:
+
* Reduce the score of the Guesser by 3
* They are resolved in order, from the first Sporting Event in the Form Sheet to the last;
+
* Make a story post to the blog clearly declaring the name of the Targeted Seeker, and what the guesser thinks one of their Private Criteria are
* The Stake for the first Bet is the Stake of the Acca;
 
* The Stake for each subsequent Bet is the winnings from the previous bet in the Acca, plus the Stake of the previous bet in the Acca, if the previous bet in the Acca was won; otherwise it is 0.
 
  
==Meddling==
+
The Target is now considered Targeted, and may not take any other dynastic action until they perform the following Atomic Action known as Resolving the Guess
  
Each Sport may have Meddlings. These are listed in the Sport’s Form Sheet as “Meddling (X), where X is the name of each Meddling.
+
* If the guess is equivalent to one of their private Criteria, respond to the post with a :FOR:, reduce their own Score by the Exposure of that private criteria, and increase the score of the Guesser by the same amount, and then remove that Private Criteria from the Target’s private criteria list (resetting its satisfying and unsatisfying counts to zero in the process)
 +
* If the guess is not equivalent to any of their private Criteria, respond to the post with a :AGAINST:
  
A Punter may plan a Sport’s Meddling, applying it to a specific Participant in a single, specific Event of that Sport (identified by the Sport and the date on which it will occur) that has not yet occurred, by privately informing the Bookie of this. If the Bookie does not receive the attempt to plan a Meddling until after the corresponding Event’s resolution has been generated, that attempt is considered untimely; it does not result in the Meddling being planned, and the Bookie shall privately inform the Punter who sent it that it was not timely.
+
At this point, the target is no longer considered targeted.
  
All Sports are considered to have the following Meddlings:
+
A Guess may not target a Seeker while that Seeker is performing the Criteria Refresh atomic action.
  
Dose: Temporarily increase the Dominance of the chosen Participant by 1 for the named Sporting Event.
+
==Upgrades==
Dope: Temporarily decrease the Dominance of the chosen Participant by 1 for the named Sporting Event.
 
  
===Accusations===
+
If a Seeker believes that a Shot that they have previously posted (but which has not previously been the subject of an Upgrade Request) meets an Upgrade Benchmark then they may make an Upgrade Request.
  
A Punter may Accuse another Punter of having Meddled with a specific Participant in a single, specific Sporting Event which has taken place on an earlier day, by making a blog post to that effect. This is known as an Accusation Post.
+
An Upgrade Request is a post in the Story Post - Votable Matter category which indicates a single Snap posted by the same author and a single Upgrade Benchmark that it purports to meet, and nothing else.
  
If an Accusation Post exists which hasn’t been Investigated, and which does not repeat the accused Punter, Participant and Event of an earlier Accusation Post, the Bookie should Investigate it by saying in a comment on that post whether the Accusation is true:
+
An Upgrade Request is voted on and resolved in the same manner as a Proposal, with the exceptions that it does not need to be resolved in chronological order (nor does it count as a proposal for the purposes of determining the oldest pending Proposal). Seekers should vote FOR on any Upgrade Request where they believe that the specified Snap does meet the specified Upgrade Benchmark. When an Upgrade Request is enacted, the Development Interval of its poster is reduced by 1 (if it is three or higher) or their Development Bonus is increased by one (if their Development Interval is already 2), unless the same Seeker has already had a Upgrade Request enacted for the same Upgrade Benchmark previously in the dynasty, in which case their development interval is not reduced and their development bonus is not increased. (Which Upgrade Benchmarks have been enacted for which seekers should be tracked on the gamestate tracking page for easy reference).
  
* If it is true, the Accused Punter is fined 20 Readies for tampering with a sporting fixture; if the Accused Punter gained any Readies from Cashed Bets on that Event, they are also fined that amount of Readies
+
Upgrade Benchmarks are listed in this rule and are as follows:
* If it is not true, the Accusing Punter is fined 10 Readies for wasting the Bookie’s time
+
* A Snap that was taken in the same place as another Snap taken by a different Seeker.
 +
* A Snap on which, after 48 hours, every Private Criteria claimed by another Seeker was Unsatisfied
 +
* A Snap which meets every Public Criteria
 +
* A Snap which includes a found instance of the BlogNomic username of another Seeker, where the found instance cannot be from a screen capture taken from, or a photo of, a computer monitor, laptop screen, phone, tablet, television, or smart watch
 +
* A Snap where the Merriam Webster Word of the Day for the day on which the Shot was taken appears on a sign or other permanent outdoor structure in shot (where the word would also have been present on that object on the previous day)
 +
* Post three consecutive Snaps each of which was posted at the earliest possible point (to the nearest day) that they could have been under the poster’s Development Interval at the time of posting
 +
* A Snap which was provably taken in a different time zone from a previous Snap taken by the same Seeker
 +
* A Snap, posted after 19 April, to which the Observer has responded saying that he finds it aesthetically pleasing (for the purposes of the rule No Cooperations, this may be considered a co-operative mechanism, although the Observer is encouraged to evaluate each Snap on its aesthetic merits rather than persuing any actual tacit or explicit co-operation)
  
(When a Punter is fined an amount of Readies, they lose that amount.)
+
==Catching up with the Photos==
 +
While a Seeker has exactly 0 Score and has more than one Private Criteria having a non-null value, a Seeker may perform the following Atomic Action once per week:
 +
* For the previous three Shots in chronological order, perform the following bullet points:
 +
** Respond to the Shot stating which of their own Private Criteria that Shot satisfies and does not satisfy.
 +
** For each Private Criteria in the response that the Shot satisfies, that Private Criteria’s satisfying count is incremented by one, and increment their Score by that Private Criteria’s unsatisfying count.
 +
** For each Private Criteria in the response that the Shot does not satisfies, that Private Criteria’s satisfying count is incremented by one, and increment their Score by that Private Criteria’s satisfying count
  
==A Good Day At The Races==
+
==Awards==
 +
Each Seeker can have a number of Awards, which is publicly tracked and defaults to zero.
  
No Sporting Events may be scheduled to take place on or after Saturday 14th of October 2023.
+
At any time, if a Seeker has met the Standard for an Award then they may claim it by making a blog post announcing as such and then incrementing their Awards by 1. A Seeker may only claim each individual Award once in the dynasty.
  
If it is, or is after, Saturday 14th of October 2023 and the Results Post for the Sporting Events from October 13th 2023 have been up for at least 24 hours, then the Bookie should, at their first opportunity, Liquidate all Goods belonging to all Punters and then make a post disclosing the Readies available to each Punter. At that time, the single Punter with the highest number of Readies has achieved Victory. If at that point there is no single Punter who has the highest number of Readies then the tied Punter who most recently placed a winning Bet has achieved Victory.
+
Any Seeker who has claimed 4 Awards has achieved Victory.
  
==Conspicuous Consumption==
+
The possible Awards and their Standards are as follows:
A Punter’s Float is equal to their Readies minus 100, to a minimum of zero. Each Punter has a Lockup, which is publicly tracked and defaults to empty.
 
  
Goods are items that a Punter can have in their Lockup; each Good, their associated Purchase Cost, and their associated Purchase Threshold are listed below:
+
{| class="wikitable sortable"
 
 
{| class="wikitable"
 
|+ Goods
 
 
|-
 
|-
! Name !! Purchase Cost !! Purchase Threshold
+
! Award !! Standard
 
|-
 
|-
| Steak Dinner || 10 || 25
+
| Fine Art Photographer of the Year || Have more than 200 Score
 
|-
 
|-
| Knock-off Rolex || 20 || 40
+
| Excellence in War Photography || Have a Development Bonus of at least 3
 
|-
 
|-
| Sheepskin Coat || 40 || 65
+
| Outstanding Composition || Have five private Criteria, each of which has an Unsatisfying score of 0 and a Satisfying score of 5
 
|-
 
|-
| Motor || 75 || 100
+
| Grand Prix in Advertising Photography || Successfully Guess (i.e. post a Guess and have the target respond with a FOR mark to that Guess)
 
|-
 
|-
| Real Rolex || 110 || 140
+
| Conceptual Balance || Have at least one Private Criteria with a Satisfying score of 4 and an Unsatisfying score of 4, where those scores were obtained from 8 contiguous Authentic Shots all taken after 8 April 2024
|-
 
| Take the Family to Marbella || 150 || 200
 
|-
 
| Actually East London's getting a bit rough for us, we're thinking of moving to Essex || 200 || 250
 
 
|}
 
|}
 
Flashing is an atomic action that the Bookie can perform at any time and should perform whenever any Punter has an amount of Float that meets or exceeds the Purchase Threshold for a Goods that they don’t already have; it has the following steps:
 
* For each Punter, on their behalf, purchase (using Readies to spend the Purchase Cost) the cheapest Goods that they don’t already own whose Purchase Threshold their Float meets or exceeds;
 
* Repeat the previous step until no Punter has a Float that meets or exceeds the Purchase Threshold of any Good that they do not already own.
 
 
===Liquidation===
 
At any time, a Punter may remove a Goods from their Lockup and send the Bookie a direct message indicating that they have done so. When the Bookie receives such a message they should increase the Readies of that Punter by the Cost of those Goods. The Bookie may Liquidate a Punter’s cheapest Goods on their behalf if it is necessary in order to service the payment of a Bet.
 
  
 
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= Special Case =
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= Building Blocks =
'''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.
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Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.
 
 
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.
 
 
 
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; those Special Case rules are then 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] [Standard]==
 
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Punters” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 
 
 
==Dormancy [Active] [Standard]==
 
If there are fewer than four Punters, then BlogNomic is on Hiatus.
 
 
 
==Imperial Deferentials [Active] [Standard]==
 
If the Bookie has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Punters have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Punters on the same Proposal are not considered to be valid.
 
 
 
If there are six or fewer Punters, then the Bookie’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Punters who are not the Bookie have cast a vote on that proposal.
 
 
 
==Dynastic Distance [Active] [Standard]==
 
For the purposes of dynastic and Special Case rules, the Bookie is not a Punter.
 
 
 
==Malign Emperors [Inactive]==
 
The Bookie may be recipient of the Mantle, as if they were a Punter, during an Interregnum, as per the rule Victory and Ascension. The Bookie may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Bookie may not use the rule “Official Posts” to move posts into the proposal category.
 
 
 
If the Special Case rule “No Private Communication” is Active, any Punter may set it to Inactive. (The combo is too strong.)
 
 
 
==Dynastic Tracking [Active] [Standard]==
 
The gamestate tracking page for this dynasty is the [[Betting Shop]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  Bookie may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.
 
 
 
==No Private Communication [Inactive]==
 
 
 
Punters may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Punter could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Punters (or people who are not yet Punters) also face the same restrictions if they intend to become an active Punter during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.
 
 
 
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.
 
 
 
If information which was not allowed to be discussed is still privately discussed, the Punters who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.
 
 
 
==Mantle Limitations [Active] [Standard]==
 
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.
 
 
 
==Declared Alliances [Inactive]==
 
 
 
Each Punter may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Punters; a Punter's Alliance defaults to an empty set. A Punter may change their Alliance as a daily action.
 
 
 
If "Mantle Limitations" is also active, and if a Punter has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Punter may pass the Mantle to a Punter who was named in their Alliance at the posting time of their Declaration of Victory.
 
 
 
If “No Private Communication” is active, it does not apply to communications between Punters who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Punters who have each other’s names in their Alliance.
 
 
 
==Event Types [Active] [Standard]==
 
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:
 
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.
 
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.
 
 
 
An Event type definition may also optionally stipulate:
 
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.
 
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.
 
* Ending Action(s). A Punter (or the Bookie) must do these when they End an Open Event of that type.
 
  
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Punter (or the Bookie) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.
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Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.
  
==Bounties [Inactive]==
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When a Observer specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Observer makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason
 
  
The Bookie may post a Bounty Notice, or close an open Bounty Notice, at any time.
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==Low-Player Mode==
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The Core Rule Dormancy is flavour text.
  
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.
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==Everyone's Playing==
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For the purposes of all dynastic and Building Blocks rules, the Observer is a Seeker.  
  
If the Bookie believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Punter (other than the Bookie) who authored at least one of those votable matters and set that Bounty Notice to closed.
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==No Cooperation==
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In this dynasty, Seekers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.
  
==Reinitialisation [Active]==
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Idle Seekers are considered to be Seekers for the purposes of this rule.
  
If they have not already done so in the current dynasty, a Punter may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Bookie is privately tracking any information about them then they should do likewise at their first opportunity. When a Punter has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.
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If a Seeker feels that another Seeker has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Seeker during that dynasty. If a Seeker feels that a DoV has come about as a result of one or more other Seekers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory in Ascension”.
  
 
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===Time===
 
===Time===
;Daily Action: If a game action is a Daily Action, each Punter able to perform it may take that action once each day, but not more than once every ten hours.
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;Daily Action: If a game action is a Daily Action, each Seeker 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 Punter per day.
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;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Seeker 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.
 
;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 Punter able to perform it may take that action once each week, but not more than once every twenty-four hours.
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;Weekly Action: If a game action is a Weekly Action, each Seeker 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 Punter per week.  
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;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Seeker per week.  
  
 
===Other===
 
===Other===
 
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
;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 Punters.
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;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 Seekers.
 
;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.
 
;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.
 
;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 Punter's Effective Vote Comment with respect to a given Votable Matter is that Punter's Comment to that Votable Matter, if any, that contains that Punter's Vote on that Votable Matter.
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;Effective Vote Comment (EVC): A Seeker's Effective Vote Comment with respect to a given Votable Matter is that Seeker's Comment to that Votable Matter, if any, that contains that Seeker's Vote on that Votable Matter.
;Commentary: When posting a blog entry, a Punter 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.
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;Commentary: When posting a blog entry, a Seeker 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.
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Punters , as well as people who are not Punters but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
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;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Seekers , as well as people who are not Seekers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Punters who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
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;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Seekers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Punters 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.
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;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Seekers 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.
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;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
 
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
 
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
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;Pass the Mantle: Passing the Mantle is a mechanism by which, during an Interregnum, a Observer may nominate another Seeker to become the Observer in the upcoming dynasty.
 
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
;Quorum: Quorum of a subset of Punters is half the number of Punters in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Punters it is referring to, it is referring to a Quorum of all Punters.
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;Quorum: Quorum of a subset of Seekers is half the number of Seekers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Seekers it is referring to, it is referring to a Quorum of all Seekers.
 
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
 
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
 
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
 
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
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;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Observer.
 
;Story Post: A Story Post is an entry in the “Story Post” category.
 
;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.
 
;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.
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;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Seekers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
 
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
 
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
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===Official Posts===
 
===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 http://blognomic.com]. Any Punter may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
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Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Seeker may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
  
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Punter has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
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An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Seeker has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Bookie to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Bookie may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.
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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 is less than six hours old and appears to the Observer to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Observer may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.
  
 
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
 
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
  
 
===Representations of the Gamestate===
 
===Representations of the Gamestate===
If authorised by the rules as a result of a Punter’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. 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 Punter may correct the representations to comply with the Gamestate.
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If authorised by the rules as a result of a Seeker’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. 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 Seeker may correct the representations to comply with the Gamestate.
  
If a Punter feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
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If a Seeker 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.
 
* 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 Punter, if doing so would not require the correcting Punter to make any decisions on behalf of the original Punter.
+
* 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 Seeker, if doing so would not require the correcting Seeker to make any decisions on behalf of the original Seeker.
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Punters are encouraged to raise a Call for Judgement.
+
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Seekers 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.
 
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.
  
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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.
 
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 Punter may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
+
A Seeker may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
  
 
=== Random Generators ===
 
=== Random Generators ===
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* The DICE''N'' command can be used to generate a random number between 1 and N.
 
* The DICE''N'' 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 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 COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, MSeekera, 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.
 
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
 
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.
 
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.
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Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
 
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
  
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Punter with such access. Only a Punter with such access may Enact that Votable Matter. If that Votable Matter does not name a Punter with such access, that Votable Matter is Illegal.
+
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Seeker with such access. Only a Seeker with such access may Enact that Votable Matter. If that Votable Matter does not name a Seeker with such access, that Votable Matter is Illegal.
  
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Punter making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Punter making this determination may do so using a private method of their choosing, instead of the Dice Roller.
+
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Seeker making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Seeker making this determination may do so using a private method of their choosing, instead of the Dice Roller.
  
 
==Atomic Actions==
 
==Atomic Actions==
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* 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.
 
* 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 Punter 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.
+
* When a Seeker performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
* If a rule allows the Punter performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
+
* If a rule allows the Seeker performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
* If a Punter 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 a Seeker 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 Punter must redo the Atomic Action; for that purpose, the Punter 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 Punter 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.)
+
* If one or more steps of an Atomic Action were done incorrectly, the Seeker must redo the Atomic Action; for that purpose, the Seeker 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 Seeker 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.
 
* 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.
  
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* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 
* 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.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Punter can spend or pay from only their own values, and a rule that allows Punters to transfer or pay a numeric value to another Punter only allows them to transfer that value from themselves to that other Punter (of their choice unless otherwise stated).
+
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Seeker can spend or pay from only their own values, and a rule that allows Seekers to transfer or pay a numeric value to another Seeker only allows them to transfer that value from themselves to that other Seeker (of their choice unless otherwise stated).
 
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
 
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
* A Punter 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.
+
* A Seeker 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 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”). For the purposes of this bullet point, the names of Punters are not considered to be legal values for game variables, nor for list items within game variables.
+
* 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”). For the purposes of this bullet point, the names of Seekers are not considered to be legal values for game variables, nor for list items within game variables.
 
* 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.
 
* 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)
 
* 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.
 
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.
* If a piece of information is described as being tracked secretly or privately by the Bookie (including secretly random selections), then that information may only be revealed by the Bookie when the ruleset allows it. If a Punter should already know such a piece of information (in that the Bookie has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Bookie may repeat it to them.
+
* If a piece of information is described as being tracked secretly or privately by the Observer (including secretly random selections), then that information may only be revealed by the Observer when the ruleset allows it. If a Seeker should already know such a piece of information (in that the Observer has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Observer may repeat it to them.
  
 
===Rules and Votable Matters===
 
===Rules and Votable Matters===
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* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* 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.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Punter A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.
+
* If a dynastic rule has no text and no subrules, any Seeker may delete it from the ruleset.
* If a dynastic rule has no text and no subrules, any Punter 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.
 
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Punters may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
+
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Seekers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
 +
* If the Observer has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Seekers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Seekers on the same Proposal are not considered to be valid. If there are six or fewer Seekers, then the Observer’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Seekers who are not the Observer have cast a vote on that proposal.
  
 
===Time===
 
===Time===
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* 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.
 
* 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.
 
* 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 Punter 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).
+
* A Seeker may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
  
 
===Spelling and formatting===
 
===Spelling and formatting===
 
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
 
* 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.
* Punters may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Punters with the corresponding forms of the singular “they”.
+
* Seekers may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Seekers with the corresponding forms of the singular “they”.
* A Punter may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
+
* A Seeker may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
 +
* A Seeker may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.
  
 
===Names===
 
===Names===
* Within the Ruleset, a word only refers to the name of a Punter  if it is explicitly stated that it refers to a Punter's name.
+
* Within the Ruleset, a word only refers to the name of a Seeker if it is explicitly stated that it refers to a Seeker's name.
 
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
 
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
 
* The names of rules and wiki pages (other than the Ruleset) are flavour text.
 
* The names of rules and wiki pages (other than the Ruleset) are flavour text.
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* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
 
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
 
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
 
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
* When changing their name or joining the game for the first time, a Punter's (or prospective Punter's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.
+
* When changing their name or joining the game for the first time, a Seeker's (or prospective Seeker's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.
  
 
==Prioritisation==
 
==Prioritisation==
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# The Appendix has precedence over any other Rule;
 
# The Appendix has precedence over any other Rule;
 
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
 
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;
+
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Punters may Kick each other” and “Punters may not Kick each other on Tuesdays” exist, and it is Tuesday, Punters may not Kick each other);
+
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Seekers may Kick each other” and “Seekers may not Kick each other on Tuesdays” exist, and it is Tuesday, Seekers may not Kick each other);
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Punters may Punch a Spaceman on Friday” and “Punters may not Punch Spacemen on Friday”, then Punters may not Punch Spacemen on Friday).
+
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Seekers may Punch a Spaceman on Friday” and “Seekers may not Punch Spacemen on Friday”, then Seekers may not Punch Spacemen on Friday).
  
 
==Mentors==
 
==Mentors==
  
A Punter may have another Punter as a Mentor. Punters who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Punter who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
+
A Seeker may have another Seeker as a Mentor. Seekers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Seeker who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
  
If an unmentored Punter requests a Mentor, or a new Punter has joined the game and has no Mentor, the Bookie should select a Tenured Punter and ask them to take that Punter on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Bookie should announce it in a blog post. The Bookie should take care to consider game balance when selecting a potential mentor.
+
If an unmentored Seeker requests a Mentor, or a new Seeker has joined the game and has no Mentor, the Observer should select a Tenured Seeker and ask them to take that Seeker on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Observer should announce it in a blog post. The Observer should take care to consider game balance when selecting a potential mentor.
  
A relationship between a mentor and a mentee is a Mentorship. A Punter may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
+
A relationship between a mentor and a mentee is a Mentorship. A Seeker may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
  
If there is no Bookie, any Punter who has been active in at least three previous dynasties may act as Bookie for the purposes of this rule.
+
If there is no Observer, any Seeker who has been active in at least three previous dynasties may act as Observer for the purposes of this rule.
  
 
===Things that a mentor must do===
 
===Things that a mentor must do===
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*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
 
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
 
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
 
*If 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 Punter or arrange a handover to another mentor if requested.
+
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Seeker or arrange a handover to another mentor if requested.
  
 
===Things that a mentor should do===
 
===Things that a mentor should do===
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*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 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 Punters .
+
*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 Seekers .
 
*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 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.
 
*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.
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== Synonyms ==
 
== Synonyms ==
  
A dynasty may provide extra theming by using alternative terms for words like “Punter” and “Bookie”.
+
A dynasty may provide extra theming by using alternative terms for words like “Seeker” and “Observer”.
  
 
Each term in this list is synonymous with the term in parentheses
 
Each term in this list is synonymous with the term in parentheses
  
* Punter (Player)
+
* Seeker (Player)
* Bookie (Emperor)
+
* Observer (Emperor)
  
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.
+
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.
  
 
</div>
 
</div>

Revision as of 19:00, 21 April 2024

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Seekers 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 set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.

If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Seeker may update it to do so.

The gamestate tracking page for this dynasty is the Photo Gallery page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.

Seekers

A human with access to the blog who is not already a Seeker may make a blog post making clear their wish to be a Seeker (plural form Seekers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Seeker. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)

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

Some Seekers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Seekers 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. Seekers may be made Admins through Proposal or CFJ.

A Seeker may cease to be a Seeker at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Seeker in this way may not become a Seeker again within the following two weeks.

Idle Seekers

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

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

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

An Admin may render a Seeker Idle if that Seeker has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Seeker has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Seeker during the current and subsequent dynasty. 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 Seeker if that Seeker is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Seeker who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.

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

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

Dormancy

If there are fewer than four Seekers (not including the Observer), then BlogNomic is on Hiatus.

Dynasties

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

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

Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Observer is not a Seeker.

Votable Matters

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

Votes

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

If a Seeker other than the Observer casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Observer. When the Observer 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 Observer's Vote for the purposes of other rules unless otherwise specified. When the Observer themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.

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

Enacting and Failing

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

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

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

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

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

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

Proposals

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

Special Proposal Voting

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

Resolution of Proposals

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

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

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

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

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

When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Seeker A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.

Calls for Judgement

If two or more Seekers actively disagree as to the interpretation of the Ruleset, or if a Seeker feels that an aspect of the game needs urgent attention, then any Seeker 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 Seeker (other than the Observer) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

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

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

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

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

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

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

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

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

  • Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Observer's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
  • Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
  • Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
  • Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
  • Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the Observer is encouraged to follow, using the terms defined on the wiki page Imperial Styles.


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

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Seeker'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. Seekers 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 Seeker within BlogNomic, and should announce publicly if they control both a non-Idle Seeker and any Idle Seekers. This extends to exerting full control over the actions of another Seeker, defined here as the controlled Seeker's game behavior being functionally indistinguishable from if the controlling Seeker was logged into their account and playing through it, over a period of more than a day.
  • A Seeker 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 Seeker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Seeker should not edit their own blog comments once posted, nor those of any other Seeker.
  • A Seeker should not edit the “Entry Date” field of a blog post.
  • A Seeker should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Seeker 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 Seeker 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 Seeker must use their own name in the Dice Roller, when rolling dice.
  • A Seeker should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Seeker should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Seeker to achieve victory.
  • A Seeker should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
  • A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Seeker or Seekers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.

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

Dynastic Rules

Shots

Seekers may create Shots by taking photographs (or having photographs taken on their behalf) and hosting them through the image hosting functionality offered by the BlogNomic wiki.

A Shot is confirmed as Authentic if it was taken outside and includes an appearance of a hand-written note (as part of the Shot) which includes the name of an active Seeker and the Merriam Webster Word of the Day for the day on which the Shot was taken, or the preceding day (per http://www.merriam-webster.com/word-of-the-day). Such a post is known as a Snap. A typographical error does not prevent the Shot from being Authentic, as long as it’s obvious what the intended word is.

Criteria

There exist a number of Public Criteria, which are a type of Criteria, and which are listed in this rule. Each Seeker has a set of up to five Private Criteria, which are a type of Criteria - defaulting to blank. Each Private Criteria is privately tracked by its seeker, and publicly tracked by its sha256 hash which includes the Private Criteria plus a salt of 5 characters or less. Each Private Criteria also has a publicly-tracked count of satisfying Shots and unsatisfying Shots, both defaulting to 0. At any time a Seeker may change any of their Private Criteria as an atomic action named Criteria Refresh with the following steps:

  • Post the hash and the secret text of each Private Criteria being changed in a blog entry.
  • For each Private Criteria being changed, update the hash and reset its satisfying and unsatisfying counts to zero.

An Authentic Shot’s Criteria Score is equal to the number of Criteria it meets.

The following Public Criteria exist:

  • A Snap which includes a specific named entity that had its own Wikipedia page at Mon 18/03/24—09:00 UTC
  • A Snap in which at least one article of clothing worn by the posting Seeker at the time that the Snap was taken is visible
  • A Snap that contains a message to the viewer

Two Criteria are considered to be equivalent if any shot which meets the first criteria also meets the second criteria, and any shot which does not meet the first criteria also does not meet the second criteria. None of a Seekers private criteria can be equivalent to another of that Seekers private criteria.

A Private Criteria is considered Saturated if its satisfying count or its unsatisfying count is greater than or equal to five (or half the number of seekers, whichever is greater).

A Private Criteria’s Exposure is equal to its Unsatisfying Score plus its Satisfying Score.

The date and time (to nearest minute) a given Private Criteria was last changed should be tracked on the gamestate tracking page in a column called “last modified”.

Private criteria may only refer to and be verified by the contents of the shot. Private criteria may not refer to things such as the date, other criteria, the contents of other documents or the thoughts, opinions or feelings of any Seeker.

Reasonable Limits

A Criteria must have the following characteristics:

  • May be no longer than 50 characters in length
  • Must be expressed in vernacular English

Audit

As part of a Declaration of Victory, the Seeker posting the DoV must include a history of their Private Criteria and corresponding salt in the body of the DoV post. Any DoV which does not contain this information is not considered a valid DoV and should be marked as illegal.

If they have not already done so this dynasty, and they have previously had any private criteria created prior to March 26th 2024, then a seeker must make a blog post containing the history of every Private Criteria they had which was created before March 26th 2024 and its corresponding salt. A Seeker who needs to perform this action may not post any Snaps, Guesses or respond to Snaps until they perform this action.

Personal Criteria

Each Seeker has a Personal Criteria, which defaults to empty. A Seeker may initiate the process of setting their Personal Criteria by making an uncategorized blog post where the title of the post contains the text “Personal Criteria Request” and the body of the post may contain any text of the author’s choosing. This type of blog post is known as a Personal Criteria Request, and the author of such a post is the Requestor.

All Seekers other than the Requestor may respond to a Personal Criteria Request with one of the following types of responses, and only one of each such response type per Personal Criteria Request:

  • A non-fictional object that has not yet been mentioned in the responses to this Personal Criteria Request
  • A FOR with the name of an object already mentioned by another Seeker in this Personal Criteria Request

The Requestor may respond to this Personal Criteria Request with a AGAINST and the name of an object already mentioned by another Seeker in this Personal Criteria Request. They may do this once for each such unique object.

48 hours after a Personal Criteria Request is posted, among the objects that were not mentioned in a response by the Requestor with a AGAINST, if there is an object mentioned in more responses containing FOR than any other object in that Personal Criteria Request, the Requestor’s Personal Criteria is set to that object. Otherwise, that Personal Criteria Request has failed and any further responses to it are invalid.

Each Seeker’s Personal Criteria is publicly-tracked.

Scoring

Each Seeker has a Development Interval, which is a publicly tracked number that defaults to 5 which is at least 2, and a Score, which is a publicly tracked number defaulting to 0.

No more than once per number of days equal to their Development Interval, a Seeker may make a post in the story post category with the title of their choice which includes a single Authentic Shot.

Within 48 hours of such a Shot having been posted, each Seeker (including the poster) may at most once respond to it stating:

  • which of their own Private Criteria that Shot satisfies and does not satisfy and
  • whether they find the Shot aesthetically pleasing or not, about which they must be honest, and include a few words of reasoning

A seeker many only perform this action if all of the following are true:

  • none of their Private Criteria has been changed since that Shot was posted
  • there are no other Shots that were posted before the shot in question, within the last 48 hours, and which the Seeker in question has not already responded to in this manner

Upon doing so:

  • For each non-Saturated Private Criteria in the response that the Shot satisfies, that Private Criteria’s satisfying count is incremented by one, and its owner’s Score is incremented by that Private Criteria’s unsatisfying count.
  • For each non-Saturated Private Criteria in the response that the Shot does not satisfy, that Private Criteria’s unsatisfying count is incremented by one, and its owner’s Score is incremented by that Private Criteria’s satisfying count.
  • If they found the Shot aesthetically pleasing they should increment the Score of its poster by 2.
  • If this Shot was one of the first 3 Authentic Shots they posted in this dynasty in which they responded to the Shot as described in this rule, and this Shot was posted on or after April 18 2024, they gain Score as follows: 20 Score for the first Shot, 10 Score for the second Shot, and 5 Score for the third Shot.

Each Seeker has a Development Bonus which is publicly tracked and defaults to 0. Whenever a Seeker posts a Snap, they gain an amount of Score equal to three times their Development Bonus.

When a Seeker who has a non-empty Personal Criteria posts a Shot, the following rules apply to that Seeker for that Shot:

  • If that Shot contains the object mentioned in their Personal Criteria at the time of that post, they gain 3 Score in addition to the other Score gains they may receive for that Shot.
  • If the preceding step does not apply, they may not gain any Score from that Shot.

Editing Disclaimer

Any new post that contains a Shot must include a description of any edits or changes made to the photograph prior to it being made a Shot, with a lack of such a description indicating that no editing was done. If a post is found to have broken this rule, the Seeker responsible or any Admin should replace the Shot in the offending post with this image, no scoring may be performed for that post (and any scoring already awarded to the poster should be reverted), and the responsible Seeker may create a new post as if they had not made the offending post.

Guesses

As a Weekly Action, a Seeker (the Guesser) with a score of at least 3 guess a private criteria of another Seeker (the Target) who is not currently Targeted by performing the following Atomic Action known as Initiating a Guess

  • Reduce the score of the Guesser by 3
  • Make a story post to the blog clearly declaring the name of the Targeted Seeker, and what the guesser thinks one of their Private Criteria are

The Target is now considered Targeted, and may not take any other dynastic action until they perform the following Atomic Action known as Resolving the Guess

  • If the guess is equivalent to one of their private Criteria, respond to the post with a :FOR:, reduce their own Score by the Exposure of that private criteria, and increase the score of the Guesser by the same amount, and then remove that Private Criteria from the Target’s private criteria list (resetting its satisfying and unsatisfying counts to zero in the process)
  • If the guess is not equivalent to any of their private Criteria, respond to the post with a :AGAINST:

At this point, the target is no longer considered targeted.

A Guess may not target a Seeker while that Seeker is performing the Criteria Refresh atomic action.

Upgrades

If a Seeker believes that a Shot that they have previously posted (but which has not previously been the subject of an Upgrade Request) meets an Upgrade Benchmark then they may make an Upgrade Request.

An Upgrade Request is a post in the Story Post - Votable Matter category which indicates a single Snap posted by the same author and a single Upgrade Benchmark that it purports to meet, and nothing else.

An Upgrade Request is voted on and resolved in the same manner as a Proposal, with the exceptions that it does not need to be resolved in chronological order (nor does it count as a proposal for the purposes of determining the oldest pending Proposal). Seekers should vote FOR on any Upgrade Request where they believe that the specified Snap does meet the specified Upgrade Benchmark. When an Upgrade Request is enacted, the Development Interval of its poster is reduced by 1 (if it is three or higher) or their Development Bonus is increased by one (if their Development Interval is already 2), unless the same Seeker has already had a Upgrade Request enacted for the same Upgrade Benchmark previously in the dynasty, in which case their development interval is not reduced and their development bonus is not increased. (Which Upgrade Benchmarks have been enacted for which seekers should be tracked on the gamestate tracking page for easy reference).

Upgrade Benchmarks are listed in this rule and are as follows:

  • A Snap that was taken in the same place as another Snap taken by a different Seeker.
  • A Snap on which, after 48 hours, every Private Criteria claimed by another Seeker was Unsatisfied
  • A Snap which meets every Public Criteria
  • A Snap which includes a found instance of the BlogNomic username of another Seeker, where the found instance cannot be from a screen capture taken from, or a photo of, a computer monitor, laptop screen, phone, tablet, television, or smart watch
  • A Snap where the Merriam Webster Word of the Day for the day on which the Shot was taken appears on a sign or other permanent outdoor structure in shot (where the word would also have been present on that object on the previous day)
  • Post three consecutive Snaps each of which was posted at the earliest possible point (to the nearest day) that they could have been under the poster’s Development Interval at the time of posting
  • A Snap which was provably taken in a different time zone from a previous Snap taken by the same Seeker
  • A Snap, posted after 19 April, to which the Observer has responded saying that he finds it aesthetically pleasing (for the purposes of the rule No Cooperations, this may be considered a co-operative mechanism, although the Observer is encouraged to evaluate each Snap on its aesthetic merits rather than persuing any actual tacit or explicit co-operation)

Catching up with the Photos

While a Seeker has exactly 0 Score and has more than one Private Criteria having a non-null value, a Seeker may perform the following Atomic Action once per week:

  • For the previous three Shots in chronological order, perform the following bullet points:
    • Respond to the Shot stating which of their own Private Criteria that Shot satisfies and does not satisfy.
    • For each Private Criteria in the response that the Shot satisfies, that Private Criteria’s satisfying count is incremented by one, and increment their Score by that Private Criteria’s unsatisfying count.
    • For each Private Criteria in the response that the Shot does not satisfies, that Private Criteria’s satisfying count is incremented by one, and increment their Score by that Private Criteria’s satisfying count

Awards

Each Seeker can have a number of Awards, which is publicly tracked and defaults to zero.

At any time, if a Seeker has met the Standard for an Award then they may claim it by making a blog post announcing as such and then incrementing their Awards by 1. A Seeker may only claim each individual Award once in the dynasty.

Any Seeker who has claimed 4 Awards has achieved Victory.

The possible Awards and their Standards are as follows:

Award Standard
Fine Art Photographer of the Year Have more than 200 Score
Excellence in War Photography Have a Development Bonus of at least 3
Outstanding Composition Have five private Criteria, each of which has an Unsatisfying score of 0 and a Satisfying score of 5
Grand Prix in Advertising Photography Successfully Guess (i.e. post a Guess and have the target respond with a FOR mark to that Guess)
Conceptual Balance Have at least one Private Criteria with a Satisfying score of 4 and an Unsatisfying score of 4, where those scores were obtained from 8 contiguous Authentic Shots all taken after 8 April 2024


Building Blocks

Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.

Potential Building Blocks rules can be found at the Building Blocks page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.

When a Observer specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Observer makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.

Low-Player Mode

The Core Rule Dormancy is flavour text.

Everyone's Playing

For the purposes of all dynastic and Building Blocks rules, the Observer is a Seeker.

No Cooperation

In this dynasty, Seekers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.

Idle Seekers are considered to be Seekers for the purposes of this rule.

If a Seeker feels that another Seeker has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Seeker during that dynasty. If a Seeker feels that a DoV has come about as a result of one or more other Seekers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory in Ascension”.

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 Seeker 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 Seeker 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 Seeker 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 Seeker 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 Seekers.
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 Seeker's Effective Vote Comment with respect to a given Votable Matter is that Seeker's Comment to that Votable Matter, if any, that contains that Seeker's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Seeker 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.
Discord
The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Seekers , as well as people who are not Seekers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
Discord Channel
A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Seekers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
Flavour Text
If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Seekers 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 rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
Hiatus
If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
Pass the Mantle
Passing the Mantle is a mechanism by which, during an Interregnum, a Observer may nominate another Seeker to become the Observer in the upcoming dynasty.
Post
A blog post published to the BlogNomic weblog at blognomic.com
Quorum
Quorum of a subset of Seekers is half the number of Seekers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Seekers it is referring to, it is referring to a Quorum of all Seekers.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
Rule
Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
Sticky Post
A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Observer.
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.
Seasonal Downtime
On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Seekers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
Subrule
A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
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 Seeker may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.

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

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Observer to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Observer may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.

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

Representations of the Gamestate

If authorised by the rules as a result of a Seeker’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. 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 Seeker may correct the representations to comply with the Gamestate.

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

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Seekers 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 Seeker 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, MSeekera, Orange, Purple, Black.
  • The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
  • A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.

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

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

If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Seeker making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Seeker 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 Seeker performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
  • If a rule allows the Seeker performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Seeker 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 Seeker must redo the Atomic Action; for that purpose, the Seeker 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 Seeker 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,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Seeker can spend or pay from only their own values, and a rule that allows Seekers to transfer or pay a numeric value to another Seeker only allows them to transfer that value from themselves to that other Seeker (of their choice unless otherwise stated).
  • If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
  • A Seeker 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”). For the purposes of this bullet point, the names of Seekers are not considered to be legal values for game variables, nor for list items within game variables.
  • If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
  • Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the Dice Roller if N is greater than one million.
  • If a piece of information is described as being tracked secretly or privately by the Observer (including secretly random selections), then that information may only be revealed by the Observer when the ruleset allows it. If a Seeker should already know such a piece of information (in that the Observer has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Observer may repeat it to them.

Rules and Votable Matters

  • If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.
  • If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).
  • Where a Votable Matter would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).
  • Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
  • Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
  • If a dynastic rule has no text and no subrules, any Seeker may delete it from the ruleset.
  • A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
  • When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Seekers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
  • If the Observer has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Seekers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Seekers on the same Proposal are not considered to be valid. If there are six or fewer Seekers, then the Observer’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Seekers who are not the Observer have cast a vote on that proposal.

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 Seeker may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

Spelling and formatting

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

Names

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

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. If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
  3. If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
  4. If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Seekers may Kick each other” and “Seekers may not Kick each other on Tuesdays” exist, and it is Tuesday, Seekers may not Kick each other);
  5. If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Seekers may Punch a Spaceman on Friday” and “Seekers may not Punch Spacemen on Friday”, then Seekers may not Punch Spacemen on Friday).

Mentors

A Seeker may have another Seeker as a Mentor. Seekers who are willing to act as a Mentor are listed on the Mentorships wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Seeker who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.

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

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

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

Things that a mentor must do

A mentor must do the following:

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

Synonyms

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

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

  • Seeker (Player)
  • Observer (Emperor)

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