Difference between revisions of "Ruleset"

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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Organs shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.
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This is the '''Ruleset''' for BlogNomic; all Managers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.
  
 
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
 
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
  
Organs 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”.
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Managers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
  
If the Ruleset does not properly reflect all legal changes that have been made to it, any Organ may update it to do so.
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If the Ruleset does not properly reflect all legal changes that have been made to it, any Manager may update it to do so.
  
== Organs ==
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== Managers ==
Any human may apply to join BlogNomic (if they are not already an Organ) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a '''Organ'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become an Organ.
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Any human may apply to join BlogNomic (if they are not already a Manager) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a '''Manager'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Manager.
  
An Organ may cease to be an Organ at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Organ in this way may not become an Organ again within the following two weeks. An Organ may only change their name as a result of a proposal approving the change.
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A Manager may cease to be a Manager at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Manager in this way may not become a Manager again within the following two weeks. A Manager may only change their name as a result of a proposal approving the change.
  
Some Organs are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Organs who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. New admins shall be given the GNDT configuration password when they become admins.
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Some Managers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Managers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. New admins shall be given the GNDT configuration password when they become admins.
  
===Idle Organs===
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===Idle Managers===
  
Some Organs are '''Idle''', and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Organs”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Organs are not counted as Organs.
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Some Managers are '''Idle''', and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Managers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Managers are not counted as Managers.
  
If a Proposal contains a provision that targets a specifically named Idle Organ, then that Idle Organ is considered to be Unidle solely for the purposes of enacting that specific provision
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If a Proposal contains a provision that targets a specifically named Idle Manager, then that Idle Manager is considered to be Unidle solely for the purposes of enacting that specific provision
  
When an Organ 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 Organ Idled in a different dynasty), the Organ is given the default value for new Organ, if such a value exists.
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When a Manager is unidled, if they went Idle in the same dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Manager Idled in a different dynasty), the Manager is given the default value for new Manager, if such a value exists.
  
An Admin may render an Organ Idle if that Organ has asked to become Idle in an entry or comment from the past four days, or if that Organ 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 an Organ if that Organ 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 Organ 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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An Admin may render a Manager Idle if that Manager has asked to become Idle in an entry or comment from the past four days, or if that Manager has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Manager if that Manager has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Manager who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
  
 
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.
 
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Organ, known as the Statolith. If there is no Statolith, 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 Manager, known as the Commissioner. If there is no Commissioner, the Dynasty is a Metadynasty.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Organs 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 Managers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
Each Organ 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. An Organ’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-Organ never has a Vote, even if they were an Organ previously and had cast a valid Vote.
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Each Manager may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Manager’s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Manager never has a Vote, even if they were a Manager previously and had cast a valid Vote.
  
 
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
 
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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== Proposals ==
 
== Proposals ==
Any Organ may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Organ already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any Manager may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Manager already has 2 Proposals pending, or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When an Organ 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 Statolith may use VETO as a voting icon to cast a Vote on a proposal; when the Statolith casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Statolith later changes their Vote.
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When a Manager casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Commissioner may use VETO as a voting icon to cast a Vote on a proposal; when the Commissioner casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Commissioner later changes their Vote.
  
If an Organ other than the Statolith casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Statolith. When the Statolith has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL on that Proposal are instead considered to be valid and the same as the Statolith's Vote for the purposes of other rules unless otherwise specified.
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If a Manager other than the Commissioner casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Commissioner. When the Commissioner has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL on that Proposal are instead considered to be valid and the same as the Commissioner's Vote for the purposes of other rules unless otherwise specified.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
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* It has been Vetoed or Self-Killed.
 
* It has been Vetoed or Self-Killed.
* The number of Organs who are not voting AGAINST it is less than Quorum.
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* The number of Managers who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours and cannot be Enacted.
 
* It has been open for voting for at least 48 hours and cannot be Enacted.
  
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== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Organs actively disagree as to the interpretation of the Ruleset, or if an Organ feels that an aspect of the game needs urgent attention, then any Organ 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 Managers actively disagree as to the interpretation of the Ruleset, or if a Manager feels that an aspect of the game needs urgent attention, then any Manager may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
  
 
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
 
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
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== Victory and Ascension ==
 
== Victory and Ascension ==
If an Organ (other than the Statolith) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the '''Declaration of Victory''' category, detailing this.
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If a Manager (other than the Commissioner) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the '''Declaration of Victory''' category, detailing this.
  
Upon doing so, the game immediately goes into '''Hiatus''', if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Organs”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
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Upon doing so, the game immediately goes into '''Hiatus''', if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Managers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
  
Every Organ may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
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Every Manager may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
  
 
A Pending DoV may be enacted if any of the following is true:
 
A Pending DoV may be enacted if any of the following is true:
  
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Statolith has Voted FOR it or it has no AGAINST Votes.
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* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Commissioner has Voted FOR it or it has no AGAINST Votes.
 
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
 
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
 
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
 
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
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A DoV may be failed if any of the following are true:
 
A DoV may be failed if any of the following are true:
  
* It has been open for voting for at least 12 hours, and the number of Organs who are not voting AGAINST it is less than Quorum.
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* It has been open for voting for at least 12 hours, and the number of Managers who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours and cannot be Enacted.
 
* It has been open for voting for at least 48 hours and cannot be Enacted.
  
 
When a DoV fails and there are no pending DoVs, Hiatus ends.
 
When a DoV fails and there are no pending DoVs, Hiatus ends.
  
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Organ who made the DoV as its Statolith. That Organ may pass this role to another Organ at this point by making a post to that effect, if they wish. The Hiatus continues until the new Statolith makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Statolith's chosen theme for the new Dynasty, and may optionally specify that the terms Organ and Statolith will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
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When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Manager who made the DoV as its Commissioner. That Manager may pass this role to another Manager at this point by making a post to that effect, if they wish. The Hiatus continues until the new Commissioner makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Commissioner's chosen theme for the new Dynasty, and may optionally specify that the terms Manager and Commissioner will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
  
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Organ 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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A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Manager who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
  
 
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
 
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
  
 
== 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 an Organ'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.
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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 Manager's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining.
  
* A single person should not control more than one non-Idle Organ within BlogNomic, and should announce publicly if they control both a non-Idle Organ and any Idle Organs.
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* A single person should not control more than one non-Idle Manager within BlogNomic, and should announce publicly if they control both a non-Idle Manager and any Idle Managers.
* An Organ 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 Manager should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
* An Organ should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
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* A Manager should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
* An Organ should not edit their own blog comments once posted, nor those of any other Organ.
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* A Manager should not edit their own blog comments once posted, nor those of any other Manager.
* An Organ should not edit the "Entry Date" field of a blog post.
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* A Manager should not edit the "Entry Date" field of a blog post.
* An Organ should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Manager should not make a DoV primarily to delay the game by putting it into Hiatus.
* An Organ 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 Manager should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
  
 
==Seasonal Downtime==
 
==Seasonal Downtime==
 
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
 
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
 
</div>
 
 
= Dynastic Rules =
 
  
 
==Atomic Actions==
 
==Atomic Actions==
  
When an Organ performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other action defined in the Ruleset until all such steps are complete. In addition, the Organ performing an Atomic Action should perform its steps as quickly as they are able.
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When a Manager performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other action defined in the Ruleset until all such steps are complete. In addition, the Manager performing an Atomic Action should perform its steps as quickly as they are able.
  
If an hour has passed since an Organ began an Atomic Action, but they have not completed it, all its steps are considered illegal and may be reverted by any Organ, and the Atomic Action is not considered to have been performed.
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If an hour has passed since a Manager began an Atomic Action, but they have not completed it, all its steps are considered illegal and may be reverted by any Manager, and the Atomic Action is not considered to have been performed.
  
 
For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed.
 
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.
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</div>
  
==Dormancy==
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= Dynastic Rules =
 
 
If there are fewer than five Organs, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.
 
 
 
==Anatomy==
 
Each Organ has exactly one state at any given time, which is by default gut
 
 
 
An Organ may consume one unit of any Nutrient to morph one of the following states:
 
*'''Limb''': An Organ in the Limb state may consume one Gonium to move its Creature’s location to a cell adjacent to its current location. A limb may not move its creature into a cell containing another creature. Moving fulfills restlessness. A limb moving its creature into a cell containing a crevice must spend 2 gonium rather than 1 to do so.
 
*'''Ocellus''': As a daily action, an organ of this state may scout any location that is adjacent to to its Creature’s current location. If the location examined is named “Foggy Location” the organ may change it’s name to “Scouted Location” and then add one random terrain feature to that location. Scouting fulfills curiosity.
 
*'''Gland''': An Organ in the Gland state may consume one Nonium to increase or decrease a single mood of its Creature by 2
 
*'''Pancreas''': An Organ in the Pancreas state may, by consuming two units of the same nutrient, generate one unit of any other nutrient.
 
*'''Gut'''
 
*'''Stingers''': An Organ may spend one blonium to move a mobile neighbor that is in the same cell as the Organ’s Creature into an adjacent cell of the organ’s choosing that does not contain a vent or brine pool.
 
*'''Egg Sack''': An egg sack may spend one of each nutrient listed in Nutrients to lay an egg cluster in the cell the creature is in, if that cell contains no neighbors that are not seaweed and the organ's creature’s satisfaction level is Fulfilled. Its state is unfertilized, it has no fathers yet, its cell is the current cell, and its mother is the organ that laid it. Laying an egg cluster fulfills Procreation Drive.
 
*'''Dart Sack''': An organ in this state may, as a daily action, consume one nutrient to fertilize an egg cluster in the state of “unfertilized” that is in the same location as that organ’s creature if the organ’s creature’s satisfaction level is Fulfilled. No organ may fertilize an egg cluster of which it is the mother. When an organ fertilizes an egg cluster, that organ’s name is added as a father to that egg cluster. Fertilizing an egg cluster fulfills Procreation Drive.
 
*'''Choanocyte''': An organ in this state may, as a daily action, consume one nutrients to nourish an egg cluster that is in the same location as that organ’s creature, and is not unfertilized. The nutrient consumed must be a nutrient that the egg cluster currently requires. Nourishing an egg cluster fulfills Procreation Drive.
 
*'''Nymph''': When an Organ morphs into Nymph state, it loses all Creatures it is attached to (its “Creature” column in the GNDT becomes “-” to reflect the vacancy). Nymphs have representation on the map as [N:xxx], with xxx being that Organ’s name. Nymphs, when they become such, have their location set to be the same location as the Creature they just lost. A Nymph, as a daily action, can move its location to a cell adjacent to its current location without using a nutrient. A nymph may also spend one nutrient to move its location to a cell adjacent to its current location. The Nymph can merge with another Creature which is on its same cell. The Nymph becomes part of the Creature, and its state changes to Gut.<br>A Nymph may make a Petition to Aggregate as a blog post. The Petition must give a legal and unused Creature name and also name at least one other Nymphs that share the same location as the petitioning Nymph. Once all of the Nymphs named in a valid Petition agree to aggregate by commenting "I'm in" on the Petition, they along with the petitioning Nymph become part of a new Creature with the name in the Petition, and their states become gut. The petitioning Nymph has the title of Neuron. A Petition becomes invalid 24 hours after it was made, or if the Nymph who posted the Petition or any of the Nymphs named in the Petition move, go idle, cease to be Organs, or become part of a Creature.
 
*'''Parasite''': If a Creature contains one and only one Parasite, that Organ has the title Neuron, and all other Organs in that Creature do not. This takes presedence over all rules that determine which Organs have the title of Neuron.
 
 
 
 
 
 
 
The state of each organ is tracked in the GNDT.
 
 
 
The Statolith, although embedded in the Creature, is not classified as an Organ for the purposes of dynastic rules.
 
 
 
==Moods==
 
 
 
Each Creature has a number of moods. Each mood has an associated non-negative integer tracked on the “Map of Habitat” wiki page. Creatures have the following moods:
 
 
 
*Hunger
 
*Restlessness
 
*Curiosity
 
*Procreation Drive
 
 
 
Actions can “fulfill” a creature’s moods.If an action fullfills a mood, and that mood is the highest or tied for the highest of that creature’s moods and is greater than zero, that mood decreases by one, and the organ may take up to 2 nutrients from its creature’s supply, if its creature’s supply has them, and its creature’s Satisfaction Level increases by 1.  If the action taken adds nutrients to its creature’s supply, those nutrients must be added before the organ attempts to take any.  If its creature’s supply does not have any nutrients when nutrients would be taken as a result of fulfilling a mood, its hunger mood increases by 5.
 
 
 
If an action fulfills a mood and that mood is not the highest or tied for highest of that creature’s mood’s, or all moods are zero or less, then the organ’s creature’s satisfaction level decreases by 1.
 
  
===Satisfaction===
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==Bankroll==
  
Each creature has a Satisfaction Level, which is tracked in the Map of the Habitat page and indicates how well the creature’s needs are being met. Satisfaction Level may be a number between 1 and 5 inclusive, which can also be referred to using a name as described below.  If Satisfaction Level should ever become less than 1, it is set to 1 instead.  If it should ever become greater than 5, it is set to 5 instead.
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Each Manager has a Starting Cash value, tracked in the GNDT as “Start”, defaulting to 0, and a Cash value, tracked in the GNDT as “Cash”, defaulting to 0. If a Manager’s Starting Cash value is 0 and their Cash value is 0, they may set both to the same integer of their choice that is between 500,000 and 10,000,000.
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Cash may be positive, negative, or zero.  If a Manager’s cash is ever below zero, they must pay interest by deducting a value equal to that Manager’s cash * -0.1 rounded up from their cash every day.  If a Manager has cash below zero, and 48 hours has passed since they last paid interest in this manner, or since their cash first became negative if they have never paid interest, they lose all Bloggers, tools, and PEDs that they have.  Managers with cash less than zero may not spend cash for any reason other than paying interest.
  
Satisfaction Levels:
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==Recruitment==
* 1: “Depressed”
 
* 2: “Down”
 
* 3: “Satisfied”
 
* 4: “Happy”
 
* 5: “Fulfilled”
 
  
Organs must consume twice as many nutrients as stated in order to perform actions described in the Anatomy rule if their creature has the Satisfaction Level of Depressed.
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Each Manager may employ up to three Bloggers (what we call Bloggsball players, to disambiguate them from Blognomic players). Information about Bloggers, including which Manager employs them, is tracked on the wiki page [[Blogger Roster]].  A Full Team is a Manager employing three Bloggers.
  
An Organ may only take nutrients as a result of fulfilling moods twice per day.
+
At any time, the Commissioner may put the employment of a new Blogger up to an auction open to all Managers, including the Commissioner. To do so, the Commissioner makes a Story Post (the Auction) containing information about a new Blogger, including (at least) their Name and Level. Their Level is determined by the sum of 3 DICE6 rolled in the GNDT. Each stat is determined by 2 DICE4, +2 rolled in the GNDT (each stat receives its own roll).
  
==Nutrients==
+
Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer. Any of the following conditions being met makes a bid invalid:
Creatures use nutrients in order to make themselves grow and thrive. These nutrients are Blonium, Gonium, Nonium and Micronium.
+
* The bidding Manager already employing three Bloggers.
 +
* The bidding Manager having less Cash than the value of the bid.
 +
* The bidding Manager becoming idle or otherwise not a Manager.
 +
*- A previous bid on this post was made for a higher amount.
 +
After the Auction has been posted for more than 48 hours, the Commissioner may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X that is at least 10% greater than the next highest valid bid on that post (or is the only valid bid on that post) spends X from their Cash to employ that Blogger. If there are no valid bids when the auction is closed, no Manager employs that player and the player is not tracked on Blogger Roster.
  
Each Organ stores an amount of Nutrients, tracked in the GNDT as a lowercase string of the first letters of those Nutrients. (eg. an Organ with two units of Blonium and one of Nonium would track this as “bbn”.) When an Organ “consumes” a Nutrient, that Nutrient (which it must be storing itself) is removed.
+
As a daily atomic action, a manager may intentionally cause personnel problems with a blogger they employ, by stating they are doing so and Rolling DICE10 in the GNT.
 +
* On a 6 or better: The blogger leaves in a huff. The manager must put up a story post (the auction) auctioning off that blogger. The post must indicate clearly which blogger is being auctioned.
 +
* On a 5 or less: The manager must pay (blogger level -10) *1000$, with a minimum of 0, to the blogger, because the team owner thinks they need to keep him.
  
An Organ may give a Nutrient it is storing to another Organ belonging to the same Creature at any time.
+
Bloggsball has a long tradition of picking up bloggers from off the street when a team is thin. At any time a manager who has sufficient cash and team slots may hire a special kind of Blogger called a “PuP” (in stands for “Pick up Player”), by paying $10,000. All PuPs have stats of 3 and a level of 7, their favorite fruit is always watermelon, and their name is always “PuP”. A PuP who would auctioned is instead not auctioned
  
As a weekly action, the Statolith may add, to each Creature’s supply, two of each Nutrient per Organ belonging to that Creature.
+
==The Underdog==
 +
Each Manager whose Starting Cash is the lowest amongst all Managers (or tied for the lowest) is considered to be an Underdog.
 +
Quorum is considered to be 1 less than usual for the purpose of Enacting a Proposal made by an Underdog.
 +
A person may not be the underdog unless their starting cash is a non-zero positive integer.
  
An Organ may store up to 4 nutrients. If an Organ has more than 4 nutrients after completing a dynastic action, they must give nutrients to its creature’s supply until they only have 4 nutrients before performing any other dynastic action. Each nutrient counts individually: an organ with two blonium and one nonium has three nutrients.
+
==Bloggers==
  
Each Creature has a “supply” of nutrients. This is tracked in a “supply” field in the GNT on an organ belonging to that creature. It doesn’t matter which organ within a creature has the supply listed. These are tracked in the GNDT as the first letter of those nutrients, followed by the number of those nutrients stored. (eg. a supply with two units of Blonium and one of Nonium would track this as “b2g0n1m0”.)
+
Bloggers have stats. These stats can take an integer value between 1 (inclusive) and 10 (inclusive), and default to 5. The stats are: Brains, Brawn and Balls.
  
As a daily action, an Organ may take up to three nutrients from its creature’s supply.
+
Each Blogger can have one Tool. Managers can carry an unlimited amount of Tools and may move Tools between themselves and their Bloggers freely (except during a match), by updating the values in the Wiki and/or GNDT which reflect such. The GNDT tracks what Tools each Manager holds. Tools may have special effects. The Tools a Blogger may equip, and their special effects, are the following:
  
==Habitat==
+
* Stick: The standard, run-of-the-mill Blogger tool to hit stuff. The Blogger can perform as if they had 1 extra Level while this item is equipped.
 +
* Towel: A popular whipping tool that requires dexterity and finesse to employ. The Blogger can perform as if they had 1 extra Brains while this item is equipped.
 +
* Fresh Trout: A risky, but sometimes effective tool which is traditional from the coastal areas to the north. The Blogger can perform as if they had 1 extra Balls while this item is equipped.
 +
* Bigger Stick: A heavier, more hard-hitting stick. The Blogger can perform as if they had 1 extra Brawn while this item is equipped.
 +
* La Cross Stick: A Blogger using this confuses any opposing Bloggers who don’t have a La Cross stick, making them perform as if they had X extra levels, where X is 3 - the number of La Cross Sticks the opposing team has, when equipped.
 +
* Hockey Stick: A Blogger with this stick is more likely to get into fights with other Bloggers and ‘accidentally’ hurting people with it’s sharp edge. A Blogger equipped with this has +2 Balls and +1 Brawn but -3 Brains.
 +
* Rubik’s Cube: A Blogger with this puzzle on the field becomes more analytic but not very strong. A blogger equipped with this has +2 Brains and +1 Balls but -3 Brawn.
 +
* Dumbbells: A Blogger multitasking their weightlifting schedule becomes stronger on the field but not very Ballsy and has +2 Brawn +1 Brains but -3 Balls.
 +
* Bat: While the Animal Protection services are still looking into the legality of using bats as a device for hitting balls and other Bloggers, the game goes on. If a Blogger’s team won the game last match and they had the Bat equipped during it, they steal one level from a random Blogger on the team that lost.
 +
* Training Equipment: These cumbersome weighted gear and stick helps the Blogger train. For each game played with Training Equipment on the Blogger gains half a level. While equipped the Blogger plays with a level of 5.
 +
* Counterfeit Ball & Stick: While this is an illegal play, it certainly will win games if you’re not caught. A Blogger with a counterfeit ball plays with 10 extra levels. After a game there is 45% chance that the Umpire saw the cheating, if that happens the following happens: the team automatically loses (this can result in a double loss if two teams are found out), the Blogger is disqualified from Blogsball and removed from the Blogger Roster page and the Manager of that Blogger is fined $100,000.
 +
* Golf Clubs & Caddy: In the rules the Caddy is not allowed to influence the ball, he can only help switch to the appropriate club. A Blogger equipped with Golf Clubs & Caddy is slowed down a lot to switch to the appropriate club, but when they do hit it’s much more skilled than other sticks, they have one less level but get +1 to each stat.
 +
* Tree Trunk: This massive stick can only be wielded by giants with 9 or more Brawn. When equipped the Blogger has +5 Brawn.
 +
* Principia de Mathematica: Learning the fundamentals of calculus straight from Newton needs Brains 9 or higher to utilize while playing a Bloggsball match. When equipped the Blogger has +5 Brains.
 +
* 3 Flaming Chainsaws: It takes a lot of Balls (and dexterity) to juggle 3 Flaming Chainsaws during a match, 9 or more to be precise. When equipped the Blogger has +5 Balls.
 +
* Demonic Pentagram: A Blogger with a pentagram gains unholy power. A Blogger with this equipped has +X levels where X is 4 - the number of Bloggers on the opposing team with a Holy Cross equipped. A Blogger that has had a Demonic Pentagram equipped cannot ever equip a Holy Cross. The blood ritual that allows the Demonic Pentagram to be unequipped costs the Blogger 1 level. Every two Bloggsball games a Blogger with this equipped must do a sacrifice which results in their level being reduced by 0.5.
 +
* Holy Cross: A Blogger with a holy cross gains divine luck and power during a game. If a roll that pertains to a Blogger equipped with a Holy Cross happens, the Manager rolls twice and gets to choose which one happens, if it is a private roll (such as a roll the Commissioner would normally do) instead the most optimal result is chosen from two rolls; for example if a roll for checking PEDs happens on a Blogger with the Holy Cross the result that involves not being found out is chosen if available.
 +
* Garlic: This powerful charm will give a Blogger +0.5 level and +0.5 Brains and if that Blogger is chosen for the effects of Bat, they instead steal a level from the player.
 +
* Self-help Book: This book has the potential to change people’s lives for the better. Bloggers who have it equipped perform as if they have 4 extra levels but 0 for any of their stats.
 +
* How To Book: This book improves a Blogger’s skills. A Blogger with this equipped does not have their level added for the purposes of calculating whether a game is won. A Blogger with this equipped performs as if their level was added to each of their stats.
 +
* Team Logo: This unweildy plastic cutout allows a Blogger to perform with +0.5 to their Level, +2 to their image stat and -0.5 to their non-image stats.
  
The Habitat is a 7x7 grid of squares tracked in the wiki page “[[Map of Habitat]]”. Each Creature’s location in that grid is marked with [NAME], where NAME is the Name of the Creature. This grid is referred to as the Habitat Map.
+
==Conferences==
  
A cell is adjacent to another if it shares a side with that cell. A cell is crosswise to another if it does not share a side but does share a corner. A cell is 8-adjacent to another if it is crosswise or adjacent.
+
Each Manager has a Conference, tracked in the GNDT as a cardinal direction.
 +
If they have not done so this dynasty, a Manager may change their Conference.
 +
As a weekly action, the Commissioner may change the Conference of up to two managers.
  
Each Cell of the Habitat Map represents a Location. A Location has a Name. A Location’s Name is tracked on the Habitat Map. A Location’s Name by default is “Foggy Location”. The Creature can’t move to a Location named “Foggy Location”.
+
==Performance Enhancing Drugs (PED)==
  
The Creature’s starting location is named “Sea of Eden”.
+
Each Manager has the number of PEDs they own tracked in the GNDT as a non-negative integer. A Manager can buy any number of PEDs out of the Back Alley once a day as an atomic action by following these steps:
  
Each Cell of the Habitat contains zero or more “Terrain Features”
+
1. The manager rolls 1 DICE10 in the GNDT and multiplies the result by 100. This is the price for 1 PED.
  
The following Terrain Features are known to exist:
+
2. Purchase X PEDs by spending the previously calculated price in Cash per PED they wish to buy.
*Crevice (represented as c)
 
*Reef (represented as r). Supplies Blonium
 
*Vent (represented as v). Supplies Micronium
 
*Skeleton (represented as s). Supplies Nonium.
 
*Brine Pool (represented as p). Supplies Gonium.
 
*Large Rock Outcropping (represented as o)
 
  
As a daily creature-communal action (a daily action that can only be performed by one Organ belonging to each Creature), any Organ may “gather ambient nutrients” by stating it is doing so in the GNDT. When an organ gathers ambient nutrients, if a terrain feature that supplies a nutrient is in the same cell as the Organ’s creature, add five of that nutrient to its creature’s supply for each Organ belonging to that creature that is in the state of Gut. Gathering ambient nutrients fulfills Hunger; only the Organ gathering ambient nutrients may take a reward for fulfilling Hunger.
 
  
An organ may change the name of any cell in the habitat map named “Scouted Location” by updating the wiki page to that effect. The name the cell changed to must be a “Valid Final Name”. The valid final name the cell’s name is being changed to must be unique on the habitat map.
+
Once per week, at any time during a secretly random day determined by the Commissioner, the Cops do an Investigation. When this happens, the Commissioner must do a story post related to the Cop’s Investigation and roll 1d2 until a 1 appears. For each 2 that appears during that process, the Manager with the most PEDs loses all of their PEDs (if there is a tie, all tied Managers lose their PEDs).
  
a “Valid Final Name” is one of the following forms
+
Managers can freely remove PEDs from their inventory at any time.
  
*[feature name] of Solitude
 
*[feature name] of Activity
 
*[feature name] of Pendantry
 
*[feature name] of Laxness
 
*[feature name] of Bounty
 
*[feature name] of Desolation
 
*[feature name] of Hope
 
*[feature name] of Despair
 
*[feature name] of Gratitude
 
*[feature name] of Entiltement
 
*[feature name] of Calm
 
*[feature name] of Turbulence
 
*[feature name] of Plenty
 
*[feature name] of Hunger
 
*[organ name]‘s [feature name]
 
*The [color] [feature name]
 
*little [featurename]
 
*The Great [featurename]
 
*The Tall [featurename]
 
*The Wide [featurename]
 
*Devil’s [featurename]
 
  
*[featurename] must be the name of a terrain feature in the cell being named.
+
A Manager may drug a Blogger they employ if they have more than zero PEDs and doing the following atomic actions:
*[organ name] must be the name of an organ who is playing.
+
1. Subtract a number between 1 and the number of PEDs they currently have.
*[color] must be one of Red, Orange, Yellow, Green, Blue, Indigo, Violet, White, Grey or Black.
+
2. Track on the Blogger’s bio the number of PEDs subtraced in a variable titled “Roids”
  
== Neighbors ==
+
When a drugged Blogger plays a game they play with X extra levels, where X is log base 2 of that Blogger’s Roids rounded up.
Spawn - a neighbor that spawns in a location is added to that location when that location is scouted by an Organ in the ocellus state, was named foggy location prior to being scouted, and the other conditions for spawning are met.
 
  
Creatures live in an ecosystem with other living beings. These beings are called “neighbors”. The possible kinds of Neighbors are the following:
+
If a blogger was drugged during a game, after that game they lose that status and their Roids are set to 0.
*'''Big Grumper''': Represented by ‘BG’. Spawns if there is a skeleton present in a location.
 
*'''Eel''' - Represented by ‘E’. Spawns if there is a Crevice in the scouted location.
 
*'''Mussels''' - Represented by ‘M’. Spawns if there is a Brine Pool in the scouted location
 
*'''Starfish''' - Represented by ‘S’. Spawns if there is a Large Rock Outcropping in the scouted location.
 
*'''Sea Anemone''' - Represented by ‘A’. Spawns if there is a Reef in the scouted location.
 
*'''Seaweed''' - Represented by ‘W’.
 
*'''Tube Worm''' - Represented by ‘T’. Spawns if there is a Vent in the scouted location.
 
*'''Medusa''' - Represented by ‘M’ followed by a number.
 
  
Big Grumpers, Eels, and Medusas are mobile.
+
==Gameplay==
  
== Creatures ==
+
As a daily action, the Commissioner may oversee a Bloggsball game between two Full Teams (that have the same Conference) of the Commissioner’s choice, henceforth referred to as teams A and B.
  
Each Creature has a name; a Creature named X is referred to as “the Creature named X”.
+
This Overseeing is an atomic action consisting of the following steps:
Each non-Nymph Organ is part of one Creature, which can be referred to as that Organ’s Creature. Nymphs are part of no creature. Organs’ Creatures are tracked in the GNDT by their Creatures’ names in the column “Creature”, which defaults to “Eve”.
+
* Calculating the Power of each team. A team’s power is the sum of the Levels of the team’s players. Let the power of team A be represented by X and the power of team B be represented by Y.
 +
* Choosing an odd number of rounds for the game between 5 and 25. Traditionally, this is 13.
 +
* Rolling a DICE(X+Y), not necessarily in the GNDT, once for each round. For a given die, if it is less than or equal to X, team A scores a point. Otherwise, team B scores a point. The team that scores more points during the game wins the game.
 +
* A random 10% chance for each Blogger that they are tested. If they are tested and drugged, that information is included in the results of the game.
 +
* Making a post containing the results of the game.
  
Creatures shall be named one of the following names: “Eve”, “Sarah”, “Hagar”, “Rebecca”, “Rachel”, “Leah”, “Deborah”, “Delilah”,  “Hanna”, or “Jezebel”.
+
The number of games a manager’s team has played is tracked in the GNDT.
  
If a creature has less than two organs, it ceases to be a creature, and any organs part of that creature become nymphs. The nymphs are placed on the map where the former creature was.
+
A Manager whose team has played two more games than any other manager may not have their team play in a blogsball game.
  
Newly created creatures have their satisfaction level set to Satisfied.
+
==Revenue==
  
== Egg Clusters ==
+
When a bloggsball match is played, each manager with players in the match receives Cash.
Egg clusters are tracked on the Habitat Map as numbers, in order of creation, with the first egg sack being numbered one.
+
* a base of 100,000 for playing a match.
 +
* an additional 100,000 * ( X-10), where X is the level of the highest level player in the game, to a minimum of 0.
  
An egg cluster that shares a cell with a neighbor that is not Seaweed or a Medusa  at any time is changed to the stage “Destroyed”.
+
==Managers==
  
The map of habitat tracks the following information about each egg cluster:
+
Managers have an Image to uphold for their team and themselves. This Image can be Brains, Brawn, Balls or none, and it defaults to none. Image is tracked in the GNDT. Whenever they acquire a Blogger, their Image changes to be whatever that Blogger’s highest stat is (if there is a tie among stats, then its randomly determined among the tied stats) immediately after the acquisition. Whenever a Manager acquires a Blogger whose highest stat isn’t that of their Image, that Blogger loses one Level. Whenever a Manager acquires a Blogger whose highest stat is that of their Image, that Blogger gains one Level.
*Number: A unique number, starting at 1 for the first egg cluster and counting upward by 1
 
*Location: A location on the habitat map.
 
*Mother: The organ that laid the egg cluster.
 
*Fathers: The name(s) of the organ(s), if any, that have fertilized the eggs, along with the number of times they have done so.
 
*Stage: One of the following (in order): Unfertilized, Needs Blonium, Needs Gonium, Needs Nomium, Needs Micronium, Mature, and Destroyed
 
*Name: When an egg cluster is changed to a medusa, put the name of the medusa here.
 
  
Egg clusters may be said to require specific nutrients. An egg cluster in the Unfertilized stage requires any nutrient. An egg cluster in the “Needs Blonium” state requires Blonium. An egg cluster in the “Needs Gonium” stage requires Gonium. An egg cluster in the “Needs Nonium” stage requires Nonium. An egg cluster in the “Needs Micronium” stage requires Micronium.
+
==Levels and Stats==
  
When an egg cluster is laid, it is in the “Unfertilized” stage. When an egg cluster is nourished, it advances to the next stage listed under “Stage” in this ruleset. When it has been fertilized four times,  it advances one stage.
+
Levels and Stats are decimal numbers.
  
Any organ that is the parent of an egg cluster in the “mature” state may birth that egg cluster, transforming it from an egg cluster into a medusa by performing the following as an atomic action:
+
==The Time Machine==
*Add an ‘M’ to the beginning of the number used to track the location of the egg cluster in the Habitat.
 
*Give the medusa a name in the Habitat in the following format: the first three letters of the mothers name, followed by one letter each chosen from the name of each of the egg cluster’s fathers, followed by the number of that egg cluster.
 
  
Egg clusters changed into medusae are not removed from the list of egg clusters, but their location is no longer tracked on the map or in the table. The egg cluster is not considered to be anywhere in the habitat at that point, though the medusa is.
+
As a weekly action, any Manager can spend $1,000,000 to use The Time Machine for the purpose of increasing or reducing the Starting Cash of any Manager by 1DICE10 times $100.
  
==Synonyms==
+
==Training==
  
“Miconium” and “Micronium” are synonymous.
+
As an action (without limitation of time), any manager may spend $(DICE100*1,000) to train a player. Training is an Atomic Action consisting of
  
==Creature Voting==
+
# Declaring a primary and secondary stat (including a player’s level)
On proposals organs can cast a vote with “[xxx]” where xxx is the name of the creature they are in. Their vote becomes valid and the same as the Neuron of their creature when the Neuron casts a valid vote.
+
# Rolling 1 DICE6 in the GNDT.
 +
#
 +
#* If the result is 1, decreasing both the primary and secondary stats by 1.
 +
#* If the result is 2 or 3, doing nothing.
 +
#* If the result is 4, increasing the primary stat by 1.
 +
#* If the result is 5, increasing both the primary and secondary stats by 1.
 +
#* If the result is 6, increasing the primary stat by 2 and the secondary stat by 1.
  
==Transplant==
+
==Trading==
If a new player joins or unidles, they morph to the Nymph state without paying it's cost and their Nymph is set to the location Sea of Eden. Their nutrients are set to one of each type of nutrient.
 
  
==Endgames==
+
Managers may not have negative cash or take any action that would cause them to have negative cash. As an action (without limitation of time), a manager may trade a bloggsball player (from their team) with a bloggsball player (from another team), with the approval of the other manager. The managers may also pay each other money in this transaction. A payment consists of decreasing the cash of one manager by a certain amount, then increasing the cash of the receiving manager by an equal amount.
Each organ has a number of posterity points. A player has three posterity points for each medusa on the habitat map it is the mother of, and one for each time it fertilized a egg cluster that is now a medusa on the habitat map.
 
  
An organ with 7 or more posterity points, and more posterity points than any other organ, has achieved victory.
+
As an action (without limitation of time), a manager may put a bloggsball player (from their team) up for auction. The auction duration may be of any length they choose and need not be stated in advance. The auction is begun by the manager posting a story post including at least the player’s name and stats. An auction may not be ended without selling the player. Players put up for auction do not count as one of a Manager’s three Bloggers for the purposes of all rules.
  
==Time Limit==
+
Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer and the commenting Manager employs fewer than three Bloggers. After the Auction has been posted for more than 48 hours, the Manager (of the team on which the player currently plays) may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X spends X from their Cash to employ that Blogger, breaking ties toward the first bidder. The amount X spent is added to the cash of the Manager (of the team on which the player currently plays).
If no Proposals have been '''enacted''' for the last 120 hours, the Organ with the most posterity points at that time has achieved victory if they haven’t made a DoV in the last 120 hours.
 
  
==The Adoption Games==
+
As an action (without limitation of time), a manager may offer any other manager a sum of money for another player. If the other manager accepts, the player is moved to the team of the first manager and the sum of money is paid by the first manager to the second manager.
If at any time there exists a Medusa or Egg Cluster whose Mother is Idle or not an Organ, any Organ that has fertilized that Medusa or Egg Cluser may attempt to adopt it and become its Mother.
 
  
To do so, the Organ must make a Story Post with a title of ‘[Organ] wants to adopt [number]’ where [Organ] is replaced with their name, and [number] is the number of the egg cluster or Medusa they wish to adopt.
+
==Glossary==
The Story Post body must include a heart warming story about the relationship between the Organ and the Medusa or egg cluster.
 
If at least 3 other Organs make a comment on that post that indicate unambiguous support for the adoption, then the Adoption is successful and the Organ who made the post is the new Mother.
 
  
Once an Organ has created a post to attempt an adoption, that Organ cannot attempt any other adoptions for the next 48 hours.
+
* Any action that “spends” X or “buys [something] for X” deducts X from acting Manager’s Cash.
  
 
<!-- RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
 
<!-- RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
Line 343: Line 290:
  
 
;Core Proposal
 
;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 Organs.
+
:A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of admin status from one or more Managers.
  
 
;Daily Action
 
;Daily Action
:If a game action is a Daily Action, each Organ able to perform it may take that action once each day, but not more than once every ten hours.
+
:If a game action is a Daily Action, each Manager able to perform it may take that action once each day, but not more than once every ten hours.
  
 
;Daily Communal Action
 
;Daily Communal Action
:A Daily Communal Action is a Daily Action that can only be performed by one Organ per day.
+
:A Daily Communal Action is a Daily Action that can only be performed by one Manager per day.
  
 
;Day
 
;Day
Line 361: Line 308:
  
 
;Effective Vote Comment (EVC)
 
;Effective Vote Comment (EVC)
:An Organ’s Effective Vote Comment with respect to a given Votable Matter means that Organ’s Comment to that Votable Matter, if any, that contains that Organ’s Vote on that Votable Matter.
+
:A Manager’s Effective Vote Comment with respect to a given Votable Matter means that Manager’s Comment to that Votable Matter, if any, that contains that Manager’s Vote on that Votable Matter.
  
 
;Flavour Text
 
;Flavour Text
:When posting a blog entry, an Organ 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.
+
:When posting a blog entry, a Manager may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
  
 
;Gamestate
 
;Gamestate
Line 385: Line 332:
  
 
;Quorum
 
;Quorum
:Quorum of a subset of Organs is half the number of Organs in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Organs it is referring to, it is referring to a Quorum of all Organs.
+
:Quorum of a subset of Managers is half the number of Managers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Managers it is referring to, it is referring to a Quorum of all Managers.
  
 
;Resolve/Resolution
 
;Resolve/Resolution
Line 403: Line 350:
  
 
;Slack
 
;Slack
:The BlogNomic Slack is located at blognomic.slack.com. Organs may request an invite to the Slack while logged in by clicking the button in the sidebar.
+
:The BlogNomic Slack is located at blognomic.slack.com. Managers may request an invite to the Slack while logged in by clicking the button in the sidebar.
  
 
;Slack Channel
 
;Slack Channel
Line 427: Line 374:
  
 
;Weekly Action
 
;Weekly Action
:If a game action is a Weekly Action, each Organ able to perform it may take that action once each week, but not more than once every twenty-four hours.
+
:If a game action is a Weekly Action, each Manager able to perform it may take that action once each week, but not more than once every twenty-four hours.
  
 
;Weekly Communal Action
 
;Weekly Communal Action
:A Weekly Communal action is a Weekly Action that can only be performed by one Organ per week.  
+
:A Weekly Communal action is a Weekly Action that can only be performed by one Manager per week.  
  
 
;Wiki
 
;Wiki
Line 437: Line 384:
 
== Gamestate Tracking ==
 
== Gamestate Tracking ==
  
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Organ 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 Manager 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.
  
An official post may be altered or removed by its author if it is less than six hours old and either no Organ has commented on it or all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status.
+
An official post may be altered or removed by its author if it is less than six hours old and either no Manager has commented on it or all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status.
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by an Organ who has been an Organ for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.
+
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a Manager who has been a Manager for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.
  
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Organ may update any Organ's data via the GNDT, whenever the Ruleset permits it.
+
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Manager may update any Manager's data via the GNDT, whenever the Ruleset permits it.
  
All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of an Organ’s action is (and can only be) applied by editing that data in that place. One GNDT or wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Organ may correct the GNDT to comply with the Gamestate.
+
All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a Manager’s action is (and can only be) applied by editing that data in that place. One GNDT or wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Manager may correct the GNDT to comply with the Gamestate.
  
If an Organ feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Organs are encouraged to raise a Call for Judgement instead.
+
If a Manager feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Managers are encouraged to raise a Call for Judgement instead.
Organs shall be assigned a password for the GNDT when they join the Nomic.
+
Managers shall be assigned a password for the GNDT when they join the Nomic.
  
 
=== Random Generators ===
 
=== Random Generators ===
Line 458: Line 405:
 
* The VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.
 
* The VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.
  
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Organ with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
+
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Manager with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
  
 
==Clarifications==
 
==Clarifications==
Line 466: Line 413:
 
* 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, and a rule that allows Organs to transfer a numeric value only allows them to transfer that value from themselves to another Organ (of their choice unless otherwise stated).
+
* Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, and a rule that allows Managers to transfer a numeric value only allows them to transfer that value from themselves to another Manager (of their choice unless otherwise stated).
* An Organ who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
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* A Manager who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
 
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
* If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Organ making this determination may do so using a private method of their choosing, instead of the GNDT.
+
* If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Manager making this determination may do so using a private method of their choosing, instead of the GNDT.
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
 
* Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 
* Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
Line 481: Line 428:
 
* If a rule would ever have no name, it is instead named “Unnamed Rule”.
 
* If a rule would ever have no name, it is instead named “Unnamed Rule”.
 
* The names of rules are not themselves rule text and have no effect other than being rule names.
 
* The names of rules are not themselves rule text and have no effect other than being rule names.
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Organ 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 the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Manager A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.
  
 
===Time===
 
===Time===
Line 492: Line 439:
  
 
===Names===
 
===Names===
* Within the ruleset, a word only refers to the name of an Organ if it is explicitly stated that it refers to an Organ's name.
+
* Within the ruleset, a word only refers to the name of a Manager if it is explicitly stated that it refers to a Manager's name.
  
 
===Prioritisation===
 
===Prioritisation===
Line 498: Line 445:
 
# The Appendix has precedence over any Rule;
 
# The Appendix has precedence over any 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;
 
# 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 both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Organs may Kick each other” and “Organs may not kick each other on Tuesdays” exist, and it is Tuesday, Organs may not Kick each other.)
+
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Managers may Kick each other” and “Managers may not kick each other on Tuesdays” exist, and it is Tuesday, Managers may not Kick each other.)
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Organs may Punch a Spaceman on Friday” and “Organs may not Punch Spacemen on Friday”, then Organs may not Punch Spacemen on Friday.)
+
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Managers may Punch a Spaceman on Friday” and “Managers may not Punch Spacemen on Friday”, then Managers may not Punch Spacemen on Friday.)
  
 
</div>
 
</div>

Revision as of 04:13, 24 April 2017

Core Rules

Ruleset and Gamestate

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

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

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

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

Managers

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

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

Some Managers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Managers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. New admins shall be given the GNDT configuration password when they become admins.

Idle Managers

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

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

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

An Admin may render a Manager Idle if that Manager has asked to become Idle in an entry or comment from the past four days, or if that Manager has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Manager if that Manager has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Manager who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.

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

Dynasties

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

Votable Matters

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

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

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

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

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

Proposals

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

Special Proposal Voting

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

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

Resolution of Proposals

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

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

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

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

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

Calls for Judgement

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

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

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

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

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

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

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

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

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

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

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

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

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

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

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

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Manager's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining.

  • A single person should not control more than one non-Idle Manager within BlogNomic, and should announce publicly if they control both a non-Idle Manager and any Idle Managers.
  • A Manager should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A Manager should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Manager should not edit their own blog comments once posted, nor those of any other Manager.
  • A Manager should not edit the "Entry Date" field of a blog post.
  • A Manager should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Manager should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).

Seasonal Downtime

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

Atomic Actions

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

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

For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed.

Dynastic Rules

Bankroll

Each Manager has a Starting Cash value, tracked in the GNDT as “Start”, defaulting to 0, and a Cash value, tracked in the GNDT as “Cash”, defaulting to 0. If a Manager’s Starting Cash value is 0 and their Cash value is 0, they may set both to the same integer of their choice that is between 500,000 and 10,000,000. Cash may be positive, negative, or zero. If a Manager’s cash is ever below zero, they must pay interest by deducting a value equal to that Manager’s cash * -0.1 rounded up from their cash every day. If a Manager has cash below zero, and 48 hours has passed since they last paid interest in this manner, or since their cash first became negative if they have never paid interest, they lose all Bloggers, tools, and PEDs that they have. Managers with cash less than zero may not spend cash for any reason other than paying interest.

Recruitment

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

At any time, the Commissioner may put the employment of a new Blogger up to an auction open to all Managers, including the Commissioner. To do so, the Commissioner makes a Story Post (the Auction) containing information about a new Blogger, including (at least) their Name and Level. Their Level is determined by the sum of 3 DICE6 rolled in the GNDT. Each stat is determined by 2 DICE4, +2 rolled in the GNDT (each stat receives its own roll).

Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer. Any of the following conditions being met makes a bid invalid:

  • The bidding Manager already employing three Bloggers.
  • The bidding Manager having less Cash than the value of the bid.
  • The bidding Manager becoming idle or otherwise not a Manager.
  • - A previous bid on this post was made for a higher amount.

After the Auction has been posted for more than 48 hours, the Commissioner may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X that is at least 10% greater than the next highest valid bid on that post (or is the only valid bid on that post) spends X from their Cash to employ that Blogger. If there are no valid bids when the auction is closed, no Manager employs that player and the player is not tracked on Blogger Roster.

As a daily atomic action, a manager may intentionally cause personnel problems with a blogger they employ, by stating they are doing so and Rolling DICE10 in the GNT.

  • On a 6 or better: The blogger leaves in a huff. The manager must put up a story post (the auction) auctioning off that blogger. The post must indicate clearly which blogger is being auctioned.
  • On a 5 or less: The manager must pay (blogger level -10) *1000$, with a minimum of 0, to the blogger, because the team owner thinks they need to keep him.

Bloggsball has a long tradition of picking up bloggers from off the street when a team is thin. At any time a manager who has sufficient cash and team slots may hire a special kind of Blogger called a “PuP” (in stands for “Pick up Player”), by paying $10,000. All PuPs have stats of 3 and a level of 7, their favorite fruit is always watermelon, and their name is always “PuP”. A PuP who would auctioned is instead not auctioned

The Underdog

Each Manager whose Starting Cash is the lowest amongst all Managers (or tied for the lowest) is considered to be an Underdog. Quorum is considered to be 1 less than usual for the purpose of Enacting a Proposal made by an Underdog. A person may not be the underdog unless their starting cash is a non-zero positive integer.

Bloggers

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

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

  • Stick: The standard, run-of-the-mill Blogger tool to hit stuff. The Blogger can perform as if they had 1 extra Level while this item is equipped.
  • Towel: A popular whipping tool that requires dexterity and finesse to employ. The Blogger can perform as if they had 1 extra Brains while this item is equipped.
  • Fresh Trout: A risky, but sometimes effective tool which is traditional from the coastal areas to the north. The Blogger can perform as if they had 1 extra Balls while this item is equipped.
  • Bigger Stick: A heavier, more hard-hitting stick. The Blogger can perform as if they had 1 extra Brawn while this item is equipped.
  • La Cross Stick: A Blogger using this confuses any opposing Bloggers who don’t have a La Cross stick, making them perform as if they had X extra levels, where X is 3 - the number of La Cross Sticks the opposing team has, when equipped.
  • Hockey Stick: A Blogger with this stick is more likely to get into fights with other Bloggers and ‘accidentally’ hurting people with it’s sharp edge. A Blogger equipped with this has +2 Balls and +1 Brawn but -3 Brains.
  • Rubik’s Cube: A Blogger with this puzzle on the field becomes more analytic but not very strong. A blogger equipped with this has +2 Brains and +1 Balls but -3 Brawn.
  • Dumbbells: A Blogger multitasking their weightlifting schedule becomes stronger on the field but not very Ballsy and has +2 Brawn +1 Brains but -3 Balls.
  • Bat: While the Animal Protection services are still looking into the legality of using bats as a device for hitting balls and other Bloggers, the game goes on. If a Blogger’s team won the game last match and they had the Bat equipped during it, they steal one level from a random Blogger on the team that lost.
  • Training Equipment: These cumbersome weighted gear and stick helps the Blogger train. For each game played with Training Equipment on the Blogger gains half a level. While equipped the Blogger plays with a level of 5.
  • Counterfeit Ball & Stick: While this is an illegal play, it certainly will win games if you’re not caught. A Blogger with a counterfeit ball plays with 10 extra levels. After a game there is 45% chance that the Umpire saw the cheating, if that happens the following happens: the team automatically loses (this can result in a double loss if two teams are found out), the Blogger is disqualified from Blogsball and removed from the Blogger Roster page and the Manager of that Blogger is fined $100,000.
  • Golf Clubs & Caddy: In the rules the Caddy is not allowed to influence the ball, he can only help switch to the appropriate club. A Blogger equipped with Golf Clubs & Caddy is slowed down a lot to switch to the appropriate club, but when they do hit it’s much more skilled than other sticks, they have one less level but get +1 to each stat.
  • Tree Trunk: This massive stick can only be wielded by giants with 9 or more Brawn. When equipped the Blogger has +5 Brawn.
  • Principia de Mathematica: Learning the fundamentals of calculus straight from Newton needs Brains 9 or higher to utilize while playing a Bloggsball match. When equipped the Blogger has +5 Brains.
  • 3 Flaming Chainsaws: It takes a lot of Balls (and dexterity) to juggle 3 Flaming Chainsaws during a match, 9 or more to be precise. When equipped the Blogger has +5 Balls.
  • Demonic Pentagram: A Blogger with a pentagram gains unholy power. A Blogger with this equipped has +X levels where X is 4 - the number of Bloggers on the opposing team with a Holy Cross equipped. A Blogger that has had a Demonic Pentagram equipped cannot ever equip a Holy Cross. The blood ritual that allows the Demonic Pentagram to be unequipped costs the Blogger 1 level. Every two Bloggsball games a Blogger with this equipped must do a sacrifice which results in their level being reduced by 0.5.
  • Holy Cross: A Blogger with a holy cross gains divine luck and power during a game. If a roll that pertains to a Blogger equipped with a Holy Cross happens, the Manager rolls twice and gets to choose which one happens, if it is a private roll (such as a roll the Commissioner would normally do) instead the most optimal result is chosen from two rolls; for example if a roll for checking PEDs happens on a Blogger with the Holy Cross the result that involves not being found out is chosen if available.
  • Garlic: This powerful charm will give a Blogger +0.5 level and +0.5 Brains and if that Blogger is chosen for the effects of Bat, they instead steal a level from the player.
  • Self-help Book: This book has the potential to change people’s lives for the better. Bloggers who have it equipped perform as if they have 4 extra levels but 0 for any of their stats.
  • How To Book: This book improves a Blogger’s skills. A Blogger with this equipped does not have their level added for the purposes of calculating whether a game is won. A Blogger with this equipped performs as if their level was added to each of their stats.
  • Team Logo: This unweildy plastic cutout allows a Blogger to perform with +0.5 to their Level, +2 to their image stat and -0.5 to their non-image stats.

Conferences

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

Performance Enhancing Drugs (PED)

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

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

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


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

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


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

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

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

Gameplay

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

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

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

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

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

Revenue

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

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

Managers

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

Levels and Stats

Levels and Stats are decimal numbers.

The Time Machine

As a weekly action, any Manager can spend $1,000,000 to use The Time Machine for the purpose of increasing or reducing the Starting Cash of any Manager by 1DICE10 times $100.

Training

As an action (without limitation of time), any manager may spend $(DICE100*1,000) to train a player. Training is an Atomic Action consisting of

  1. Declaring a primary and secondary stat (including a player’s level)
  2. Rolling 1 DICE6 in the GNDT.
    • If the result is 1, decreasing both the primary and secondary stats by 1.
    • If the result is 2 or 3, doing nothing.
    • If the result is 4, increasing the primary stat by 1.
    • If the result is 5, increasing both the primary and secondary stats by 1.
    • If the result is 6, increasing the primary stat by 2 and the secondary stat by 1.

Trading

Managers may not have negative cash or take any action that would cause them to have negative cash. As an action (without limitation of time), a manager may trade a bloggsball player (from their team) with a bloggsball player (from another team), with the approval of the other manager. The managers may also pay each other money in this transaction. A payment consists of decreasing the cash of one manager by a certain amount, then increasing the cash of the receiving manager by an equal amount.

As an action (without limitation of time), a manager may put a bloggsball player (from their team) up for auction. The auction duration may be of any length they choose and need not be stated in advance. The auction is begun by the manager posting a story post including at least the player’s name and stats. An auction may not be ended without selling the player. Players put up for auction do not count as one of a Manager’s three Bloggers for the purposes of all rules.

Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer and the commenting Manager employs fewer than three Bloggers. After the Auction has been posted for more than 48 hours, the Manager (of the team on which the player currently plays) may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X spends X from their Cash to employ that Blogger, breaking ties toward the first bidder. The amount X spent is added to the cash of the Manager (of the team on which the player currently plays).

As an action (without limitation of time), a manager may offer any other manager a sum of money for another player. If the other manager accepts, the player is moved to the team of the first manager and the sum of money is paid by the first manager to the second manager.

Glossary

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


Appendix

Keywords

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

Can
"is able to"
Comment
A blog comment published to the BlogNomic weblog at blognomic.com
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of admin status from one or more Managers.
Daily Action
If a game action is a Daily Action, each Manager able to perform it may take that action once each day, but not more than once every ten hours.
Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Manager per day.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
Dice
References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Manager’s Effective Vote Comment with respect to a given Votable Matter means that Manager’s Comment to that Votable Matter, if any, that contains that Manager’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Manager may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
Gamestate
Any information which the Ruleset regulates the alteration of. All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
IRC Channel
The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
May
"is permitted to"
May not
"is not permitted to"
Post
A blog post published to the BlogNomic weblog at blognomic.com
Private Message
A message sent via Blognomic’s Private Messages system at blognomic.com.
Quorum
Quorum of a subset of Managers is half the number of Managers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Managers it is referring to, it is referring to a Quorum of all Managers.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words
Rule
Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
Shall
"is required to"
Should
"is recommended that"
Sibling Rule
Two rules are “siblings” of each other if they are both direct subrules of the same rule.
Slack
The BlogNomic Slack is located at blognomic.slack.com. Managers may request an invite to the Slack while logged in by clicking the button in the sidebar.
Slack Channel
A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
Story Post
A Story Post is an entry in the “Story Post” category.
Subject
The "subject" of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is "" (i.e. an empty string) is not valid.
Subrule
A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Manager able to perform it may take that action once each week, but not more than once every twenty-four hours.
Weekly Communal Action
A Weekly Communal action is a Weekly Action that can only be performed by one Manager per week.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Manager may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise.

An official post may be altered or removed by its author if it is less than six hours old and either no Manager has commented on it or all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a Manager who has been a Manager for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.

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

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

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

Random Generators

The GNDT can be used to generate random results.

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
  • The VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.

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

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, and a rule that allows Managers to transfer a numeric value only allows them to transfer that value from themselves to another Manager (of their choice unless otherwise stated).
  • A Manager who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Manager making this determination may do so using a private method of their choosing, instead of the GNDT.
  • If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
  • Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)

Rules and Proposals

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

Time

  • For the purpose of all rules, time in Blognomic is in UTC.
  • All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
  • Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.

Spelling

  • Superficial differences between the spelling of geographic versions of English, e.g, British English, American English and Australian English shall be construed as irrelevant for the purposes of play.

Names

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

Prioritisation

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