Difference between revisions of "Ruleset"

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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Players shall obey it.
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This is the '''Ruleset''' for BlogNomic; all Thieves 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.
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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 Ruleset does not properly reflect all legal changes that have been made to it, any Player 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 Thief may update it to do so.
  
== Players ==
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The gamestate tracking page for this dynasty is the [[The Garret]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
Any human may apply to join BlogNomic (if they are not already a Player) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be an '''Player''' (plural form '''Players'''). An Admin shall add them to the roster in the sidebar, at which moment they become a Player.
 
  
A Player may only change their name as a result of a Proposal approving the change.
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== Thieves ==
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A human with access to the blog who is not already a Thief may make a blog post making clear their wish to be a Thief (plural form Thieves); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Thief. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
Some Players are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Players 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 Thief may only change their name as a result of a Proposal approving the change.
  
===Idle Players===
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Some Thieves are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Thieves 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. Thieves may be made Admins through Proposal or CFJ.
  
If a Player is Idle, this is tracked by their name being removed or concealed in the list of currently active Players in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Players”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Players are not counted as Players.
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A Thief may cease to be a Thief at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Thief in this way may not become a Thief again within the following two weeks.
  
If a Proposal contains a provision that targets a specifically named Idle Player, then that Idle Player is considered to be Unidle solely for the purposes of enacting that specific provision.
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===Idle Thieves ===
  
When a Player 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 Player Idled in a different Dynasty), the Player is given the default value for new Players, if such a value exists.
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If a Thief is Idle, this is tracked by their name being removed or concealed in the list of currently active Thieves in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Thieves ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Thieves are not counted as Thieves . The combined term “Idle Thief” can be used to refer to Thieves who are Idle even in rules that do not treat them as Thieves.
  
An Admin may render a Player Idle if that Player has asked to become Idle in an entry or comment from the past four days, or if that Player has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Player if that Player is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Player who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current Dynasty.
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If a Proposal contains a provision that targets a specifically named Idle Thief, then that Idle Thief is considered to be Unidle solely for the purposes of enacting that specific provision.
 +
 
 +
When a Thief 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 Thief Idled in a different Dynasty), the Thief is given the default value for new Thieves, if such a value exists.
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 +
An Admin may render a Thief Idle if that Thief has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Thief 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 Thief 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 Thief if that Thief 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 Thief 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 enact and fail Votable Matters.
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Idle admins can resolve Votable Matters as a non-idle admin would.
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 +
===Dormancy===
 +
If there are fewer than four Thieves (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 Player, known as the Dealer. If there is no Dealer, 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 Thief, 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 Player 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 Thief 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 Thief.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Players 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 Thieves may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Player 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 Player’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-Player never has a Vote, even if they were a Player previously and had cast a valid Vote.
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Each Thief 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 Thief'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-Thief never has a Vote, even if they were a Thief previously and had cast a valid Vote.
  
If a Player other than the Dealer casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Dealer. When the Dealer 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 Dealer’s Vote for the purposes of other rules unless otherwise specified.
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If a Thief 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:
 
* It has a number of FOR Votes that exceed or equal Quorum.
 
* 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.
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* 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:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of Players who are not voting AGAINST it is less than Quorum.
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* The number of Thieves 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.
  
 
=== Enacting and Failing ===
 
=== Enacting and Failing ===
  
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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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.
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 +
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.
  
Whenever an Admin Resolves a Votable Matter, they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
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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 Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
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This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.
  
 
===Tags===
 
===Tags===
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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 require the “[Core]” tag in order to make changes to the Core Rules, the “[Special Case]” tag in order to make changes to the Special Case Rules and the “[Appendix]” tag in order to make changes to the Appendix Rules. Votable Matters other than [[#Victory and Ascension|DoVs]] require the “[Victory]” tag in order to grant victory to a Player.
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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, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:
 
 
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
 
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
 
* The modification 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 Player may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Player already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any Thief may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Thief already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a Player casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Dealer may use VETO as a voting icon to cast a Vote on a Proposal; when the Dealer casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Dealer later changes their Vote.
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When a Thief 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 ===
  
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted) if all of the following are true:
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The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
 
* It has been open for voting for at least 12 hours.
 
* It has been open for voting for at least 12 hours.
* It has not been Vetoed or Self-Killed.
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* It has not been Vetoed or Withdrawn.
  
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
  
 
* It is Unpopular.
 
* It is Unpopular.
* It has been Vetoed or Self-Killed.
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* 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.
 
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, Thief 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 Players actively disagree as to the interpretation of the Ruleset, or if a Player feels that an aspect of the game needs urgent attention, then any Player 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 Thieves actively disagree as to the interpretation of the Ruleset, or if a Thief feels that an aspect of the game needs urgent attention, then any Thief 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 Player (other than the Dealer) 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 Thief (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.
  
Every Player may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]].
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A Thief'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 Thief 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 is Popular, it has been open for at least 12 hours, and either the Dealer 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 Thieves, it has been open for at least 12 hours, and either the Observer has Voted FOR it or it has no AGAINST Votes.
* It is Popular, 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 Thieves, 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:
  
 
* It is Unpopular, and it has been open for at least 12 hours.
 
* 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 Player 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 Thief 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 Player who posted the DoV becomes Dealer, 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 Thief 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 Thief who was not the last dynasty’s Observer, in which case the passing Thief ceases to be the Observer and the Thief 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]].</blockquote>
  
If the game is in an Interregnum then the new Dealer must either Pass the Mantle, by making a post naming another Player - in which case the Dealer ceases to be the Dealer and the Player so named becomes the Dealer - 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 Dealer’s chosen theme for the new Dynasty, and it may optionally specify that dynasty-specific terms for “Player” and “Dealer” will be used in the Ruleset, 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 Player’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. Players 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 Thief'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. Thieves should vote against any DoV that relies on having broken a fair play rule.
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 +
* A single person should not control more than one non-Idle Thief within BlogNomic, and should announce publicly if they control both a non-Idle Thief and any Idle Thieves. This extends to exerting full control over the actions of another Thief, defined here as the controlled Thief's game behavior being functionally indistinguishable from if the controlling Thief was logged into their account and playing through it, over a period of more than a day.
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* A Thief 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 Thief 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 Thief should not edit their own blog comments once posted, nor those of any other Thief.
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* A Thief should not edit the “Entry Date” field of a blog post.
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* A Thief should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Thief 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 Thief 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 Thief must use their own name in the Dice Roller, when rolling dice.
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* A Thief should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Thief should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Thief to achieve victory.
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* A Thief 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.
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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 Thief or Thieves 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 Thieves and idle Thieves 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 Thieves are encouraged to commit to upholding them to whatever extent is possible.
  
* A single person should not control more than one non-Idle Player within BlogNomic, and should announce publicly if they control both a non-Idle Player and any Idle Players.
 
* A Player 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 Player should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
 
* A Player should not edit their own blog comments once posted, nor those of any other Player.
 
* A Player should not edit the “Entry Date” field of a blog post.
 
* A Player should not make a DoV primarily to delay the game by putting it into Hiatus.
 
* A Player 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 Player 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 Player must use their own name in the Dice Roller, when rolling dice.
 
* A Player should not deliberately and unreasonably prolong the performance of a game action once they have started it.
 
* A Player should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.
 
 
</div>
 
</div>
  
 
= Dynastic Rules =
 
= Dynastic Rules =
  
==Victory==
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==The Thieves==
 
+
Each Thief has a number of Florins, and an inventory list of Possessions. These are publicly tracked.
No Players have achieved victory during the Twenty-Eighth Dynasty of Kevan, unless they have done so under a condition outlined in this rule.
 
 
 
===The Crown Match===
 
 
 
When the second Player to reach 30 or more Magistrelli does so, the Dealer will immediately set every Player’s Readiness to “No”, and then set the Readiness of the first and second Players to reach 30 or more Magistrelli to “Yes”.
 
 
 
If two or more Players each have a Magistrelli score of at least 30, Players may no longer change their own Readiness, the first and second Players who reached 30 or more Magistrelli are the Contenders, and all other players are Spectators and may not become Contenders. The Contenders may not participate in Games other than the Crown Match. Spectators may at any time spend six of their own pegs to give a Contender a single peg as long as neither the Spectator nor the Contender is in an Active Game.
 
 
 
At any point at least 24 hours after the Contenders are decided, if there are no Active Games, the Dealer may start a special set of three Games called the Crown Match. The Contenders are the Participants of these Games. These Games will have at least 12 hours (but no more than 48 hours) between the ending of one and the starting of the next. For the second and third Games in the Crown Match, instead of the Dealer performing the default atomic action to start the Game, they perform an atomic action that is identical to it, except the step which is used to determine the Starting Player instead reads “Determine that the Starting Player is the Participant who was not the Starting Player of the previous Crown Match Game”.
 
 
 
When a Player becomes Campione of at least two Games in the Crown Match, the Dealer may and should perform an Atomic Action with the following steps:
 
 
 
# Double the Pegs of the Player who has become Campione of at least two Games in the Crown Match.
 
# Create a Story Post naming the Player with the most Pegs as the Capofamiglia.
 
 
 
Once that Atomic Action is complete, the Player named by the Dealer as the Capofamiglia achieves victory and is the victor of the Twenty-Eighth Dynasty of Kevan.
 
 
 
==The Deck==
 
 
 
The Deck consists of a number of Cards, each having a Rank and a Suit. The Cards (listed in descending rank order for each Suit) are:-
 
 
 
* Suit of Batons: King, Queen, Knight, Knave, 10, 9, 8, 7, 6, Ace
 
* Suit of Coins: King, Queen, Knight, Knave, 10, 9, 8, 7, 6, Ace
 
* Suit of Cups: King, Queen, Knight, Knave, 10, 9, 8, 7, 6, Ace
 
* Suit of Swords: King, Queen, Knight, Knave, 10, 9, 8, 7, 6, Ace
 
* Suit of Arcana: Angel, World, Sun, Moon, Star, Lightning, Devil, Death, Impostor, Magician
 
 
 
Each card has a heft. All cards with numbered Ranks have a heft equal to their Rank; an Ace has a heft of one, a Knave has a heft of 11, a Knight has a heft of 12, a Queen has a heft of 13 and a King has a heft of 14. All other cards have a heft of zero.
 
Each Game of Giolitti has its own copy of the Deck (which may be referred to as that game’s Deck), which is shuffled at the start of the game. To “Deal” a card somewhere as part of a Game means to remove a secretly random Card from that game’s Deck, and to put it in that place.
 
 
 
<div style="padding:8px;background:#efe;color:#050">
 
 
 
==Tournament Rules of Giolitti==
 
===Starting a Game===
 
At any point, the Dealer may select two Players, known as the Game’s Participants, by choosing the two Available players with the highest Wait (breaking ties secretly randomly if necessary), and start a Game between them by performing the following atomic action (a reference to a Participant means only a Player who is a Participant of the game in question):
 
 
 
* Set both Participants Wait to 0, and increase the Wait of all other Available Players by 1
 
* Secretly randomly determine one of the Participants as the Starting Player for the game
 
* Deal seven Cards into each Participant’s Hand (starting with the Starting Player).
 
* Privately inform both Participants of their Hand
 
* Identify the most recent legal revision of the ruleset in its wiki page’s history; this revision is the Environment for that game.
 
* Deal one Card to the table as that game’s Grand Canal. The Bersaglio of the game is equal to the Heft of the Grand Canal, plus 21.
 
* Determine which Tricks are active for the game by following the instructions in the Tricks rule.
 
* Make a post to the blog announcing the start of the game, which must in its subject declare the Participants the game is between, and must in its contents declare the starting player, the game’s Grand Canal and Bersaglio, each participants current Mask (or the fact that they are wearing no mask), and include a link to the Environment and declare which tricks are active for the game. This post is known as the game’s Table.
 
 
 
That Game is then considered to be Active, and remains Active until it Ends. It is played under the rules listed in the Tournament Rules of Giolitti rules held in that Game’s Environment; where there is a conflict between the version of the Tournament Rules of Giolitti found in the Ruleset and that found in a Game’s Environment then the text in the Environment takes precedence.
 
 
 
Each Game has a Stakes, which is an integer that defaults to 1 when a Game begins.
 
===Play===
 
Beginning with the Starting Player, Players of the Game take turns to make a Play, being a comment to the Game’s Table that names exactly one Card and an amount of Score claimed for the Play (defaulting to zero if not specified). If the claimed Score for a Play does not exceed the Score which could be claimed for it in that situation, this is added to the claimed scores from the Player’s previous Plays in that Game to establish a rolling score for that Player in that Game.
 
 
 
If they were not the last player in the game to do so, either player in a Game may offer a Sfida by posting a comment that says they are offering a Sfida (or contains only the word ‘Sfida’ and punctuation). Before either player may make their next Play or offer another Sfida, the opponent of the player offering Sfida must respond with a comment specifying whether they accept or reject the Sfida. If they accept, the stakes of the Game are increased by 1, up to a maximum of 3.
 
 
 
A game is Closed if any of the following are true:
 
 
 
* Each Participant in the Game has made seven plays in that Game.
 
* One of the Participants in the Game has Resigned by doing one of the following
 
** Making a comment to that Game’s Table that says “I resign” (and nothing else).
 
** Rejecting a Sfida.
 
** Going 48 consecutive hours without responding to a Sfida made by their Opponent (if one has been pending for the full 48 hours), or not taking their turn when it is their turn (if their turn and there have been no other rules preventing them from making a play for the full 48 hours)
 
 
 
If a Game is Closed because a Player has Resigned, then the other Participant is the Campione of that Game. Otherwise, the Campione of a Closed Game is the Participant in that Game with the highest score. Once a Game has been Closed, no more Plays can be made in it, nor Sfidas offered on its Table.
 
 
 
A Player may not make a Play that names the same card more than once during a given Game.
 
===Ending a Game===
 
If any Active games can be Ended, the Dealer should End them before resolving any Proposals or Calls for Judgement. If multiple Active games can be Ended, whichever of them was Started earliest should be Ended first.
 
 
 
The Dealer may make a comment on a Closed game that identifies any Players of that Game who named a card in a Play despite not having that card in their Hand for the Game. This comment is known as the Fine and ends the game. If the Fine identified no players, the Game is Clean. If the Fine identified players, any player so identified becomes not a Campione of the Game, and any Participant in that Game not so identified becomes Campione of the Game. Either way, no further Plays can be made on the game. After the Fine, but not at any earlier time, the Dealer may disclose the contents of the Hands for that game to the other Players.
 
 
 
When a Game ends, its Campione gains a number of pegs equal to the game’s stakes, and any non-Campione Players of that Game lose a number of pegs equal to the game’s stakes. For the purposes of the Magistrelli system, gaining X pegs is treated as gaining one peg X times.
 
 
 
===Tricks===
 
 
 
The most recent three Cards a Player has Played in their current game, or all the Cards they’ve Played during their current Game if that’s less than three, are referred to as that Player’s Pocket. A Player who is not currently a participant in a Game has an empty Pocket.
 
 
 
If either player has taken fewer than three Plays in the current game, when a Player is claiming a Trick that requires them to compare the contents of their Pocket to that of the other Player, the defending Player should be considered to have the Grand Canal for that game in their Pocket.
 
 
 
A Player’s score for a Play is based on the following patterns of cards (or “Tricks”) in their Pocket. For each Trick which has been claimed in the game in their Pocket they may score the indicated points.
 
 
 
* ''L’Aria'': The Pockets of all Players in the current Game have at least two cards, and the sum of the Hefts of the cards in the Player’s Pocket is higher than the sum of the Hefts in their opponent’s pocket. Points: 1
 
* ''Il Corpo Celeste'': The Player’s Pocket contains at least one of Sun, Moon, or Star, and the Heft of their most recently-Played card is higher than the Heft of their opponent’s most recently-Played card. Points: 1
 
* ''L’Ossa'': The Player’s Pocket has at least three cards, and the least recently-Played of them has the same Suit or Rank as the Game’s Grand Canal. Points: 1
 
* ''Il Propore'': The Player’s Pocket consists of three cards with the same Suits. Points: 2
 
* ''Il Toro'': The Player’s Pocket consists of three cards whose Heft adds up to the Game’s Bersaglio. Points: 4
 
* ''Tripletta'': The Player’s Pocket has at least three cards, and each card in there has the same Rank. Points: 4
 
* ''L’Universo'': The Player’s Pocket contains at least two of Sun, Moon or Star. Points: 2
 
* ''Il Verme'': The Player’s Pocket has at least three cards, and every card in their pocket has Heft smaller than each card in their opponent’s pocket. Points: 4
 
 
 
Il Toro, L’Aria and Il Verme are Permanent Tricks; L’Universo and Il Corpo Celeste are Celestial Tricks; all other Tricks are Parte Tricks.
 
 
 
When starting a game and selecting which Tricks are active, the Dealer selects all Permanent tricks, one secretly randomly selected Celestial trick, and two secretly randomly selected Parte tricks.
 
 
 
===Readiness===
 
 
 
Each Player has a property called “Readiness” which is either “Yes” or “No”, and defaults to No. A Player may change their Readiness at any time.
 
 
 
Each Player has a property called “Wait”, which is a non-negative Integer which defaults to 0.
 
 
 
A Player is considered to be Available if their Readiness is Yes, and the Dealer has not already started a game containing that player on the current day.
 
 
 
===The Magistrelli System===
 
High-level Giolitti still uses the Magistrelli ranking system to determine the relative skills of players.
 
 
 
Each Player has a Magistrelli score, which is an integer that defaults to 10.
 
 
 
Every time a Player gains a peg for being the Campione of a Game they gain 1 Magistrelli, unless their opponent has a higher Magistrelli than them, in which case they gain half of the difference between their own Magistrelli and that of their opponent, rounded up.
 
 
 
===Arcana===
 
 
 
Cards whose suit is Arcana can have effects on the game, based on where they appear.
 
 
 
When an Arcana is played into a Player’s Pocket, it may have an effect on either themselves (the ‘holder’) or the other Participant in the same game (the ‘opponent’). The following is a list of the effects different Arcana have when they appear in a Player’s Pocket (if an Arcana is in a Player’s Pocket because it is the grand canal, it has no effect from this list):
 
 
 
* Angel: the Heft of all Cards in the holder’s Pocket is doubled
 
* Devil: the Heft of all Cards in the opponent’s Pocket are reduced by 5 (to a minimum of zero each)
 
* Magician: Has a Heft of 15 whenever the holder scores Points for a Trick, but a heft of 0 whenever the opponent scores points for a Trick
 
* Lightning: Has all Suits
 
* World: The holder scores one extra Point whenever they claim a Trick
 
* Impostor: The opponent scores one fewer Points whenever they claim a Trick
 
* Death: If the opponent’s Pocket contains no Ace cards, then neither the holder or the opponent may score any points from Tricks
 
 
 
When an Arcana is in the Grand Canal it affects all Participants in that game. The following is a list of the effects different Arcana have when they appear in the Grand Canal:
 
* Angel: A Participant may consider the Bersaglio to be one higher or lower for the purposes of claiming Il Toro.
 
* World: All Arcana have a Heft of 15.
 
* Sun: All Pockets comprise of the most recent four Cards a Player has Played in their current game.
 
* Moon: All Pockets comprise of the most recent two Cards a Player has Played in their current game. Any Trick that requires that a Pocket contain three cards may be claimed as if it required only two cards instead.
 
* Star: All Arcana have all Suits.
 
* Lightning: Masks have no further effect in this Game. (This currently means that Arlecchino, Di Paolo and Pedrolino masks will have no effect.)
 
* Magician: The Dealer must post the contents of each of this Game’s Participant’s Hands in the Table for this game.
 
 
 
===Masks===
 
 
 
Each Player may wear a Mask, which is publicly tracked, and which defaults to not wearing any mask. A Player may wear, change, or remove their Mask at any time. While a Player starts a game wearing a given Mask, it affects the way the rules of that Game apply to that Player. The list of Masks and their corresponding rules alterations is as follows:
 
 
 
;Pantalone
 
:Pantalone receives a Hand of eight Cards instead of seven.
 
;Arlecchino
 
:In a given Game, Arlecchino may play one Card from their Hand a second time, if the card does not have a suit of Arcana.
 
;Tognoli
 
:Tognoli scores one additional point every time they score a Parte trick.
 
;Di Paolo
 
:Any cards Di Paolo has with a Suit of Arcana have a Heft of 4, instead of their stated value.
 
;Bonanno
 
:Bonanno receives a Hand of six Cards instead of seven. After dealing that hand, the Dealer then selects a secretly random Arcana card still present in the game’s Deck (or a random card if there are none there) and moves it to that hand.
 
;Pedrolino
 
:You begin the Game with a Score of 3.
 
;Centofanti
 
:If any Participant in a Game is wearing the Centofani Mask then the Dealer must Deal an Arcana card as this Game’s Grand Canal.
 
;Reali
 
:Once per game, at any time during that Game, name a Trick that is not active in that Game and then (if you meet that Trick’s criteria) score for that Trick.
 
;Morante
 
:Once per game, at any time during that Game provided that no Sfida has been declared or accepted, you may make a comment on the game’s table which consists of the phrase “Morante Reveal:” followed by the name of another Mask. You are considered to be wearing that Mask for the remainder of that Game.
 
 
 
===Moda===
 
 
 
Each Mask has a Moda, which is a positive integer which defaults to 1 and is tracked on the proper game state tracking page for the dynasty.
 
 
 
If there is no other mask which has a higher Moda than it, a Mask is considered to be Raffinato.
 
 
 
If there is no other mask which has a lower Moda than it, and it is not Raffinato, a Mask is considered to be Greggio.
 
 
 
Whenever a game Ends, any Participant of the game wearing a mask at the start of that game which is not Raffinato gains 1 peg. Additionally, any Participant of the game wearing a mask at the start of that that game which is Greggio gains another peg. Then, if the game was clean and had a Campione, and the Campione was wearing a Mask at the start of the game, the Mask the Campione was wearing at the start of the game gains one Moda.
 
  
===Separation of Tables===
+
==Possessions==
 +
The following types of Possession exist, each with a Value and some having corresponding Effects:-
  
Each Table is considered to be entirely separate. No action can be taken on any Table that relies on gamestate associated with another Table. A Player’s hand and Pocket for a Table is limited to that Table; if a Player is present in more than one Game then they have separate hands and Pockets for each Table. Tricks in a game may only be claimed in reference to cards present at that game’s Table. Arcana, once played, only affect the Game of the Table upon which they were played.
+
{| class="wikitable sortable"
 +
|-
 +
! Possession !! Value !! Effect
 +
|-
 +
| Lockpick || 1 || -
 +
|-
 +
| Candlestick || 3 || -
 +
|-
 +
| Gold Ring || 7 || -
 +
|-
 +
| Unappraised Gem || DICE10 || -
 +
|}
  
 +
At any time a Thief may remove a Possession from their own inventory to gain Florins equal to its Value.
  
</div>
+
==The Haul==
 +
The Haul contains a list of Possessions and a number of Florins.
  
== Gambling ==
+
If the Haul is empty, the City may perform the following atomic action, known as Burglary:-
  
Each Player has a number of pegs, which is publicly tracked and which defaults to the median number of Pegs among all active Players.
+
* Add DICE20 Florins to the Haul
 +
* Select a random type of Possession and add one instance of it to the Haul
 +
* Make a blog post in the Story Post Votable Matter category announcing the contents of the Haul; this is known as a Haul post
  
Each Game has a value called Juice. At any given time, a Game’s Juice is 4 minus the current stakes of the table.
+
===Distribution===
 +
A Thief may respond to a Haul post with a comment that includes a single suggested distribution of the contents of the Haul among one, some or all of the Thieves. Such responses must unambiguously identify where every element of the Haul’s contents would go. The most recent such response made by a Thief on a Haul post is known as their Proposition for that Haul.
  
Once per Game if that Game is not Closed, as a communal action, a Player who is not a participant of that Game may make a comment to that Game’s Table declaring themselves to be that Game’s Bookmaker.
+
If a quorum of Thieves have posted equivalent Propositions on a Haul post, the City may perform the atomic action of Distributing it:-
 +
* Move the contents of the Haul to the Thieves in the manner specified by this common Proposition;
 +
* Change the status of the Haul post to enacted.
  
Once per Game if that Game is not Closed, any Player who is not a participant of that Game or its Bookmaker may make a Bet on it. Making a Bet is an action that is carried out by making a comment to that Game’s Table, which names a single Player who is a participant in the game, and which identifies the Juice at the time at which the Bet was made.
+
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
 
 
Within 48 hours of a Game having ended with Bets made on it, the following actions may be taken with regards to that Game and its Bets:
 
* Any Player who made a Bet which named the Player that was the Campione of that Game may, once after the game in question has ended, increase their Pegs by the Juice identified in their Bet.
 
* Once per finished Game, as a communal action, any Player may reduce the Pegs of all Players who made a Bet which named the Player who was not the Campione of that Game by the Juice identified in their respective Bets.
 
* Once per finished Game, as a communal action, any Player may increase or reduce (as appropriate) the Pegs of the Bookmaker for that game by x, where x is the number of Bets placed that named the Player who was not the Campione in that game minus the number of Bets that named the Player that was the Campione in that game.
 
 
 
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
 
 
<div style="padding:8px;background:#bbb;">
 
<div style="padding:8px;background:#bbb;">
  
= Special Case =
+
= 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.
+
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 an asterisk, (*) its Default Status is Inactive, otherwise, its Default Status is Active.
 
 
 
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.
 
 
 
The text of a Special Case Rule that is Inactive is flavour text.
 
 
 
==Seasonal Downtime [Active]==
 
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the rules titled “Players” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 
 
 
==Dormancy [Active]==
 
If there are fewer than five Players, BlogNomic is [[#hiatus|on Hiatus]].
 
 
 
==Imperial Deferentials [Active]==
 
If the Dealer has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Players have voted FOR the Proposal than have voted AGAINST it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Players on the same Proposal are not considered be valid.
 
 
 
==Dynastic Distance [Active]==
 
For the purposes of dynastic rules which do not deal with voting, the Dealer is not a Player.
 
  
==The Traitor [Active]==
+
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.
The Traitor for a particular Dynasty may be a Player (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current Dynasty is tracked privately by the Dealer, and the Dealer should not share this information with Players other than the Traitor.
 
  
If there is no Traitor for the current Dynasty, and BlogNomic is not on Hiatus, the Dealer may secretly randomly select a Player (other than the Dealer) and privately inform them that they are the Traitor for the current Dynasty.
+
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 Traitor is under no obligation to honour any informal promises they have made with other Players, nor to tell the truth to them, and is encouraged to betray other Players in order to achieve victory.
+
==Mantle Limitations==
 
+
The Mantle may not be passed during an Interregnum.
==Dynastic Tracking [Active]==
 
The gamestate tracking page for this dynasty is the [[The Card Table]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. A Dealer may change the wiki page referred to in this rule to a different page as part of their Ascension Address.
 
  
 
</div>
 
</div>
Line 387: Line 241:
  
 
===Time===
 
===Time===
;Daily Action: If a game action is a Daily Action, each Player able to perform it may take that action once each day, but not more than once every ten hours.
+
;Daily Action: If a game action is a Daily Action, each Thief 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 Player per day.
+
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Thief 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 Player able to perform it may take that action once each week, but not more than once every twenty-four hours.
+
;Weekly Action: If a game action is a Weekly Action, each Thief 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 Player per week.  
+
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Thief 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 Players.
+
;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 Thieves.
 
;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 Player’s Effective Vote Comment with respect to a given Votable Matter is that Player’s Comment to that Votable Matter, if any, that contains that Player’s Vote on that Votable Matter.
+
;Effective Vote Comment (EVC): A Thief's Effective Vote Comment with respect to a given Votable Matter is that Thief's Comment to that Votable Matter, if any, that contains that Thief's Vote on that Votable Matter.
;Commentary: When posting a blog entry, a Player 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.
+
;Commentary: When posting a blog entry, a Thief may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
;Flavour Text: If a part of the ruleset is defined as being “flavour text”, it is gamestate and remains part of the ruleset document, but is not considered to have any meaning beyond being a string of characters. Players 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.
+
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Thieves , as well as people who are not Thieves but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
;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.
+
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Thieves 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. Thieves 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.
 
;<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.
 +
;Pass the Mantle: Passing the Mantle is a mechanism by which, during an Interregnum, a Observer may nominate another Thief 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]
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.
+
;Quorum: Quorum of a subset of Thieves is half the number of Thieves  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Thieves it is referring to, it is referring to a Quorum of all Thieves.
;Quorum: Quorum of a subset of Players is half the number of Players in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Players it is referring to, it is referring to a Quorum of all Players.
+
;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 or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.
+
;Rule: Each individually numbered 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 section of the Ruleset is a rule, including sections that are subrules of other rules.
+
;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.
;Slack: The BlogNomic Slack is located at blognomic.slack.com. Players may request an invite to the Slack while logged in by clicking the button in the sidebar.
 
;Slack Channel: A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel (e.g. #random).
 
 
;Story Post: A Story Post is an entry in the “Story Post” category.
 
;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.
;Subrule: A subrule is a type of rule that is nested within another rule. A Proposal that specifically affects a rule affects all of its subrules; a Proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that Proposal.
+
;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 “Thieves” 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.
 
;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.
 
;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.
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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 Player 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.
+
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 Thief 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 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 Thief 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.
An official post may be altered by its author if it is less than two hours old and either no Player has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
 
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Player is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Player is defined as a Player who has been a Player for fewer than seven days or a Player that has unidled in the past seven days after being idle for at least 3 months.
+
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 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.
+
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 Thief’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 Thief may correct the representations to comply with the Gamestate.
  
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Player’s action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Player may correct the representations to comply with the Gamestate.
+
If a Thief feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
 
 
If a Player 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 Player, if doing so would not require the correcting Player to make any decisions on behalf of the original Player.
+
* 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 Thief, if doing so would not require the correcting Thief to make any decisions on behalf of the original Thief.
 
+
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Thieves are encouraged to raise a Call for Judgement.
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Players 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 Player may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
+
A Thief 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.
  
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Proposal.
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
  
If a Proposal proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Proposal must name a Player with such access. Only a Player with such access may Enact that Proposal. If that Proposal does not name a Player with such access, that Proposal 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 Thief with such access. Only a Thief with such access may Enact that Votable Matter. If that Votable Matter does not name a Thief 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. If a selection is explicitly specified as being “secretly” random, the Player 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 Thief making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Thief 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 Player 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 Thief performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
* An Atomic Action may direct the Player performing it to skip some of its steps, which the Player must do and in which case the skipped steps are considered completed for this rule.
+
* If a rule allows the Thief performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
* If a Player 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 Thief 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 Player must redo the Atomic Action; for that purpose, the Player 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 Player 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 Thief must redo the Atomic Action; for that purpose, the Thief 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 Thief 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” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, a Player can spend only their own values, and a rule that allows Players to transfer a numeric value only allows them to transfer that value from themselves to another Player (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 Thief can spend or pay from only their own values, and a rule that allows Thieves to transfer or pay a numeric value to another Thief only allows them to transfer that value from themselves to that other Thief (of their choice unless otherwise stated).
* A Player 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 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 Thief 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”).
+
* 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 Thieves 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 Observer (including secretly random selections), then that information may only be revealed by the Observer when the ruleset allows it. If a Thief 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 Proposals===
+
===Rules and Votable Matters===
* If a new rule is created by a Proposal and its location is not noted in that Proposal, that new rule is to be placed in the Dynastic Rules.
+
* If a 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 Proposal enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Proposal’s submission (and if the page did not exist at that time, it shall be blanked).
+
* 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 [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Proposal proposing that enacted Proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).
+
* Where a [[#Votable Matters|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.
 
* 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 Proposal reaches a step which cannot be applied immediately (e.g. “two days after this Proposal enacts, Player A gains 1 point”), that step is ignored for the purposes of enactment. Once a Proposal has been enacted, it can have no further direct effect on the gamestate.
+
* If a dynastic rule has no text and no subrules, any Thief may delete it from the ruleset.
* If a dynastic rule has no text and no subrules, any Player 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), Thieves 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 Thieves 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 Thieves on the same Proposal are not considered to be valid. If there are six or fewer Thieves, then the Observer’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Thieves who are not the Observer have cast a vote on that proposal.
  
 
===Time===
 
===Time===
Line 507: Line 362:
 
* 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 Player 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 Thief 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===
+
===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.
* Players may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
+
* Thieves 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 Thieves with the corresponding forms of the singular “they”.
 +
* A Thief 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 Thief 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 Player if it is explicitly stated that it refers to a Player’s name.
+
* Within the Ruleset, a word only refers to the name of a Thief if it is explicitly stated that it refers to a Thief's name.
* If a rule would ever have no name, it is instead given the name of the proposal that created it, or (if this is not possible) the name “Unnamed Rule”.
+
* 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.
 
* 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”.
 
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
* When referring to a Proposal, the name used in reference to a specific Proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a Proposal named “Changes [Core]” could instead be referred to by the name “Changes”.
+
* When referring to a 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, any text between a pair of opening and closing braces, and, in the case of Special Case Rules, any asterisks, as long as such a reference would be unambiguous.
+
* 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 proposal refers to a second proposal by name, it is assumed to refer to the most recently posted proposal of that name which pre-dates the first proposal.
+
* 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 Thief's (or prospective Thief'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==
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 
# The Appendix has precedence over any other Rule;
 
# The Appendix has precedence over any other Rule;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic 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;
# A Special Case Rule has equal precedence as a Dynastic Rule, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule;
+
# 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 “Players may Kick each other” and “Players may not Kick each other on Tuesdays” exist, and it is Tuesday, Players may not Kick each other);
+
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Thieves may Kick each other” and “Thieves may not Kick each other on Tuesdays” exist, and it is Tuesday, Thieves may not Kick each other);
# If two contradicting parts have the same scope, the negative rule applies (e.g. with “Players may Punch a Spaceman on Friday” and “Players may not Punch Spacemen on Friday”, then Players 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 “Thieves may Punch a Spaceman on Friday” and “Thieves may not Punch Spacemen on Friday”, then Thieves may not Punch Spacemen on Friday).
  
 
==Mentors==
 
==Mentors==
  
A Player may have another Player as a Mentor. Players who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. A Player may add or remove their own name from this list at any time.
+
A Thief may have another Thief as a Mentor. Thieves 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 Thief 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 Player requests a Mentor, or a new Player has joined the game and has no Mentor, the Dealer should select a Tenured Player and ask them to take that Player on as a Mentee; if they accept, then such a Mentorship is established. The Dealer should take care to consider game balance when selecting a potential mentor.
+
If an unmentored Thief requests a Mentor, or a new Thief has joined the game and has no Mentor, the Observer should select a Tenured Thief and ask them to take that Thief 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. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Dealer should announce it in a blog post. A Player 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 Thief may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
  
If there is no Dealer, any Player who has been active in at least three previous dynasties may act as Dealer for the purposes of this rule.
+
If there is no Observer, any Thief 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===
Line 546: Line 404:
 
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
 
*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;
 
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
*Introduce their mentee to the various platforms of the game, including the wiki, Slack, and end-of-dynasty notifications through the Facebook group or Twitter;
+
*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 Player 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 Thief or arrange a handover to another mentor if requested.
  
 
===Things that a mentor should do===
 
===Things that a mentor should do===
Line 554: Line 412:
  
 
*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 Players.
+
*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 Thieves .
 
*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.
Line 564: Line 422:
 
*The mentor should not seek to dissuade the mentee from pursuing other alliances.
 
*The mentor should not seek to dissuade the mentee from pursuing other alliances.
 
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.
 
*A 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 “Thief” and “Observer”.
 +
 +
Each term in this list is synonymous with the term in parentheses
 +
 +
* Thief (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.
  
 
</div>
 
</div>

Revision as of 05:41, 29 April 2024

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Thieves 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 Thief may update it to do so.

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

Thieves

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

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

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

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

Idle Thieves

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

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

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

An Admin may render a Thief Idle if that Thief has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Thief 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 Thief 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 Thief if that Thief 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 Thief 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 Thieves (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 Thief, 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 Thief 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 Thief.

Votable Matters

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

Votes

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

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

Special Proposal Voting

When a Thief 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, Thief 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 Thieves actively disagree as to the interpretation of the Ruleset, or if a Thief feels that an aspect of the game needs urgent attention, then any Thief 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 Thief (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 Thief'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 Thief 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 Thieves, 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 Thieves, 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 Thief 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 Thief 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 Thief who was not the last dynasty’s Observer, in which case the passing Thief ceases to be the Observer and the Thief 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 Thief'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. Thieves 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 Thief within BlogNomic, and should announce publicly if they control both a non-Idle Thief and any Idle Thieves. This extends to exerting full control over the actions of another Thief, defined here as the controlled Thief's game behavior being functionally indistinguishable from if the controlling Thief was logged into their account and playing through it, over a period of more than a day.
  • A Thief 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 Thief should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Thief should not edit their own blog comments once posted, nor those of any other Thief.
  • A Thief should not edit the “Entry Date” field of a blog post.
  • A Thief should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Thief 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 Thief 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 Thief must use their own name in the Dice Roller, when rolling dice.
  • A Thief should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Thief should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Thief to achieve victory.
  • A Thief 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 Thief or Thieves 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 Thieves and idle Thieves 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 Thieves are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

The Thieves

Each Thief has a number of Florins, and an inventory list of Possessions. These are publicly tracked.

Possessions

The following types of Possession exist, each with a Value and some having corresponding Effects:-

Possession Value Effect
Lockpick 1 -
Candlestick 3 -
Gold Ring 7 -
Unappraised Gem DICE10 -

At any time a Thief may remove a Possession from their own inventory to gain Florins equal to its Value.

The Haul

The Haul contains a list of Possessions and a number of Florins.

If the Haul is empty, the City may perform the following atomic action, known as Burglary:-

  • Add DICE20 Florins to the Haul
  • Select a random type of Possession and add one instance of it to the Haul
  • Make a blog post in the Story Post Votable Matter category announcing the contents of the Haul; this is known as a Haul post

Distribution

A Thief may respond to a Haul post with a comment that includes a single suggested distribution of the contents of the Haul among one, some or all of the Thieves. Such responses must unambiguously identify where every element of the Haul’s contents would go. The most recent such response made by a Thief on a Haul post is known as their Proposition for that Haul.

If a quorum of Thieves have posted equivalent Propositions on a Haul post, the City may perform the atomic action of Distributing it:-

  • Move the contents of the Haul to the Thieves in the manner specified by this common Proposition;
  • Change the status of the Haul post to enacted.


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.

Mantle Limitations

The Mantle may not be passed during an Interregnum.

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 Thief 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 Thief 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 Thief 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 Thief 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 Thieves.
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 Thief's Effective Vote Comment with respect to a given Votable Matter is that Thief's Comment to that Votable Matter, if any, that contains that Thief's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Thief 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. Thieves , as well as people who are not Thieves 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 Thieves 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. Thieves 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 Thief 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 Thieves is half the number of Thieves in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Thieves it is referring to, it is referring to a Quorum of all Thieves.
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 “Thieves” 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 Thief 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 Thief 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 Thief’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 Thief may correct the representations to comply with the Gamestate.

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

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Thieves 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 Thief 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 Thief with such access. Only a Thief with such access may Enact that Votable Matter. If that Votable Matter does not name a Thief 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 Thief making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Thief 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 Thief 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 Thief performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Thief 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 Thief must redo the Atomic Action; for that purpose, the Thief 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 Thief 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 Thief can spend or pay from only their own values, and a rule that allows Thieves to transfer or pay a numeric value to another Thief only allows them to transfer that value from themselves to that other Thief (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 Thief 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 Thieves 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 Thief 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 Thief 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), Thieves 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 Thieves 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 Thieves on the same Proposal are not considered to be valid. If there are six or fewer Thieves, then the Observer’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Thieves 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 Thief 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.
  • Thieves 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 Thieves with the corresponding forms of the singular “they”.
  • A Thief 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 Thief 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 Thief if it is explicitly stated that it refers to a Thief'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 Thief's (or prospective Thief'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 “Thieves may Kick each other” and “Thieves may not Kick each other on Tuesdays” exist, and it is Tuesday, Thieves 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 “Thieves may Punch a Spaceman on Friday” and “Thieves may not Punch Spacemen on Friday”, then Thieves may not Punch Spacemen on Friday).

Mentors

A Thief may have another Thief as a Mentor. Thieves 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 Thief 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 Thief requests a Mentor, or a new Thief has joined the game and has no Mentor, the Observer should select a Tenured Thief and ask them to take that Thief 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 Thief may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

If there is no Observer, any Thief 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 Thief 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 Thieves .
  • 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 “Thief” and “Observer”.

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

  • Thief (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.