Difference between revisions of "Ruleset"

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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Failed Experiments 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; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which exists solely to clarify the remainder of the ruleset.
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This is the '''Ruleset''' for BlogNomic; all Pawns 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; Section Three contains rules which apply in special cases; and Section Four 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.
  
Failed Experiments 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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Pawns 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 Failed Experiment 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 Pawn may update it to do so.
  
== Failed Experiments ==
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== Pawns ==
Any human may apply to join BlogNomic (if they are not already a Failed Experiment) 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 '''Failed Experiment'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Failed Experiment.
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Any human may apply to join BlogNomic (if they are not already a Pawn) 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 '''Pawn'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Pawn.
  
A Failed Experiment may cease to be a Failed Experiment at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Failed Experiment in this way may not become a Failed Experiment again within the following two weeks. A Failed Experiment may only change their name as a result of a proposal approving the change.
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A Pawn may cease to be a Pawn at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Pawn in this way may not become a Pawn again within the following two weeks. A Pawn may only change their name as a result of a proposal approving the change.
  
Some Failed Experiments are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Failed Experiments 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 Pawns are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Pawns 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 Failed Experiments===
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===Idle Pawns===
  
Some Failed Experiments 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”, “Failed Experiments”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Failed Experiments are not counted as Failed Experiments.
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Some Pawns 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”, “Pawns”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Pawns are not counted as Pawns.
  
If a Proposal contains a provision that targets a specifically named Idle Failed Experiment, then that Idle Failed Experiment 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 Pawn, then that Idle Pawn is considered to be Unidle solely for the purposes of enacting that specific provision
  
When a Failed Experiment 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 Failed Experiment Idled in a different dynasty), the Failed Experiment is given the default value for new Failed Experiment, if such a value exists.
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When a Pawn 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 Pawn Idled in a different dynasty), the Pawn is given the default value for new Pawn, if such a value exists.
  
An Admin may render a Failed Experiment Idle if that Failed Experiment has asked to become Idle in an entry or comment from the past four days, or if that Failed Experiment 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 Failed Experiment if that Failed Experiment 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 Failed Experiment 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 Pawn Idle if that Pawn has asked to become Idle in an entry or comment from the past four days, or if that Pawn 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 Pawn if that Pawn is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Pawn 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 Failed Experiment, known as the Director. If there is no Director, 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 Pawn, known as the King. If there is no King, the Dynasty is a Metadynasty.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Failed Experiments 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 Pawns may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Failed Experiment 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 Failed Experiment’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-Failed Experiment never has a Vote, even if they were a Failed Experiment previously and had cast a valid Vote.
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Each Pawn 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 Pawn’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-Pawn never has a Vote, even if they were a Pawn previously and had cast a valid Vote.
  
If a Failed Experiment other than the Director casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Director. When the Director has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Director's Vote for the purposes of other rules unless otherwise specified.
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If a Pawn other than the King casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the King. When the King has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the King's Vote for the purposes of other rules unless otherwise specified.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
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A Votable Matter is '''Unpopular''' if any of the following are true:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of Failed Experiments who are not voting AGAINST it is less than Quorum.
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* The number of Pawns who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours is not Popular.
 
* It has been open for voting for at least 48 hours is not Popular.
  
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== Proposals ==
 
== Proposals ==
Any Failed Experiment may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Failed Experiment already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any Pawn may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Pawn already has 2 Proposals pending, or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a Failed Experiment 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 Director may use VETO as a voting icon to cast a Vote on a proposal; when the Director casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Director later changes their Vote.
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When a Pawn 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 King may use VETO as a voting icon to cast a Vote on a proposal; when the King casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the King later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
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== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Failed Experiments actively disagree as to the interpretation of the Ruleset, or if a Failed Experiment feels that an aspect of the game needs urgent attention, then any Failed Experiment 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 Pawns actively disagree as to the interpretation of the Ruleset, or if a Pawn feels that an aspect of the game needs urgent attention, then any Pawn may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
  
 
A Pending CfJ may be Enacted by any Admin if all of the following are ture:
 
A Pending CfJ may be Enacted by any Admin if all of the following are ture:
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== Victory and Ascension ==
 
== Victory and Ascension ==
If a Failed Experiment (other than the Director) 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 Pawn (other than the King) 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 “Failed Experiments”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
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If the game is not already in Hiatus and there is a pending DoV, 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 “Pawns”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
  
Every Failed Experiment 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 Pawn 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 by any Admin if any of the following is true:
 
A Pending DoV may be Enacted by any Admin if any of the following is true:
  
* It is Popular, it has been open for at least 12 hours, and either the Director has Voted FOR it or it has no AGAINST Votes.
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* It is Popular, it has been open for at least 12 hours, and either the King has Voted FOR it or it has no AGAINST Votes.
 
* It is Popular, and it has been open for at least 24 hours.
 
* It is Popular, and it has been open for at least 24 hours.
  
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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 pending DoVs are failed, and a new Dynasty begins with the Failed Experiment who made the DoV as its Director. That Failed Experiment may pass this role to another Failed Experiment at this point by making a post to that effect, if they wish. The Hiatus continues until the new Director makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Director's chosen theme for the new Dynasty, and may optionally specify that the terms Failed Experiment and Director 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 pending DoVs are failed, and a new Dynasty begins with the Pawn who made the DoV as its King. That Pawn may pass this role to another Pawn at this point by making a post to that effect, if they wish. The Hiatus continues until the new King makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the King's chosen theme for the new Dynasty, and may optionally specify that the terms Pawn and King 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 Failed Experiment 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 Pawn 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 a Failed Experiment'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 Pawn'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 Failed Experiment within BlogNomic, and should announce publicly if they control both a non-Idle Failed Experiment and any Idle Failed Experiments.
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* A single person should not control more than one non-Idle Pawn within BlogNomic, and should announce publicly if they control both a non-Idle Pawn and any Idle Pawns.
* A Failed Experiment 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 Pawn 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 Failed Experiment should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
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* A Pawn should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
* A Failed Experiment should not edit their own blog comments once posted, nor those of any other Failed Experiment.
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* A Pawn should not edit their own blog comments once posted, nor those of any other Pawn.
* A Failed Experiment should not edit the "Entry Date" field of a blog post.
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* A Pawn should not edit the "Entry Date" field of a blog post.
* A Failed Experiment should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Pawn should not make a DoV primarily to delay the game by putting it into Hiatus.
* A Failed Experiment 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 Pawn should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
* A Failed Experiment should not roll dice in the GNDT that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action.
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* A Pawn should not roll dice in the GNDT that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action.
  
 
</div>
 
</div>
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= Dynastic Rules=
 
= Dynastic Rules=
  
==Hunger==
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==Swifter Than The Admins==
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A Dead proposal is a self-killed proposal where all of the proposals in the queue at or above it are either 48 or more hours old or self-killed or vetoed. For the purposes of the “Proposals” rule, but not its subrules, Dead proposals are not considered pending.
  
Failed Experiments have a Hunger level, tracked in the GNDT, that defaults to 0.
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==Land==
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The wikipage [[Alice]] is gamestate and can’t be edited unless permitted by the ruleset. It has two boards, one named Spades and the other named Hearts which are 17x17; the rightmost column has a number from 0 to 16, leaving the last element blank while the bottomost row has a number in each column from 0 to 16 leaving the last column blank. On the wikipage those numbers are represented in base 16 so that the spacing of the table is preserved as much as possible. The aforementioned row and column may never have pieces or terrain in them. The numbers in them only exist for the purposes of notation and they are not considered to be part of the board.<br>
  
As a weekly communal action, any Failed Experiment may increase every Failed Experiment’s hunger level by 10
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Each cell of each board can contain pieces, as defined in the Pieces rule, and terrain, as outlined in the “Terrain” rule, separated by a space with the Terrain first and the Pieces surrounded by parenthesis. A cell is notated by “(Z,Y)” where Z is the number of the column and Y is the number of the row (contrary to matrix notation). A cell that is specific to a particular board is prefixed with an “H” or “S” respectively.
  
If a Hunger level falls below 0, it becomes 0.
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===Pieces===
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Pieces are elements on the boards which can or have already moved from one cell to another cell.
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An avatar of each Pawn that is not a King is represented on the Spades and Hearts board by ‘PX’. X tracks the Piece Number assigned to that Pawn. The Piece Number is a positive non-zero integer which is tracked in the P# column in the GNDT. When a Pawn unidles they get the lowest unused Piece Number assigned to them and their avatars are placed on the boards.
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An avatar of each King is represented on their respective board with a ‘K’.<br>
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When a Pawn is placed on a board they are placed on a cell (X,Y). Y is the highest numbered row that has at least one cell that does not contain a piece. X is a column number that is randomly chosen from the empty cells in Y.<br>
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There are also Creatures, who also have a Piece each. They are placed in the same way Pawns are for their Pieces. The Creatures are listed below with their piece number in parentheses, along with an explanation of their behavior to the right of the piece number and hyphen. If no information is given, the Creature does not move or interact with Pawns<br>
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Dormouse (P100) -
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<br>Mock Turtle (P101) -
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<br>Cheshire Cat (P102) - When a Pawn is in the same location as the Cheshire Cat and is not the previous person to be in the same location, both the Pawn and Cheshire Cat is removed from the board, and the Pawn gains 10 Sanity if the Pawn is Native, or lose 10 Sanity if the Pawn is not Native. The Pawn and Cheshire Cat may within 6 days be placed anywhere on any board. If the Pawn does not reappear in 6 days with the Cheshire Cat, the Pawn’s Sanity is set to 0 and the Pawn is relocated, with the Cheshire Cat, at the last location the Pawn was. A Pawn may move the Cheshire Cat in a random cardinal direction (North, South, East, and West) if 5 days have passed since the last movement.
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<br><br>
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Once per day, as an action, a Pawn can move a Piece assigned to them. To do so, the pawn must increase their sanity by 1 if their sanity is below 0, and decrease it by 1 if it is above 0. Then, they move the piece a number of tiles equal to or less than their Movement stat in any one direction. If a piece would end up outside the board in this way, the action can not be taken.
  
Each Failed Experiment has special metabolic needs. By default, they can fairly easily feed off others of their own kind, however, each may evolve to need different nutrients to fit their needs. Each Failed Experiment has a “Diet”, which is tracked in the GNDT in its own column, which can hold one Diet or two (For example, “Solar Cannibal”). A Failed Experiment can change their Diet to become two of their choice, once per dynasty. The Diets are one of the following:
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===Special Movement===
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Once during their turn during a Royal Concern (ie. they are being Glared at), a Pawn can make a Special Move by stating this as a comment to that Royal Concern’s post. The Special Moves possible are the following:<br>
 +
-A Pawn can move their Piece (if they have only one) from its current cell to the immediately next cell to its left (if it exists) by increasing their Sanity by 5.<br>
 +
-A Pawn can move their Piece (if they have only one) from its current cell to the immediately next cell to its right (if it exists) by decreasing their Sanity by 5.<br>
 +
- A Pawn can move their Piece (if they have only one) from its current cell to the immediately next cell above it on the same board (if it exists) by rounding their sanity to the nearest prime number. In case of a tie, the Pawn can choose whether to round up or down.<br>
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- A Pawn can move their Piece (if they have only one) from its current cell to the immediately next cell below it on the same board (if it exists) by rounding their sanity to the nearest triangular number. In case of a tie, the Pawn can choose whether to round up or down.<br>
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For the purposes of these special moves, negative numbers are considered prime and/or triangular if and only if their absolute value is respectively prime and/or triangular.<br>
  
*'''Infant''': A Failed Experiment with this diet can only reduce their hunger via the Greenback’s mechanic. This is also the default Diet.
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==Stats==
*'''Cannibal''': A Failed Experiment with this diet loses Hunger equal to the HP that they, via the use of an Ability, cause other Failed Experiments to lose.
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Each Pawn has the following stats which are tracked in the GNDT:<br>
*'''Solar''': A Failed Experiment with this diet can use sunlight to sustain themselves, like a plant. They can lose 5 Hunger as a Weekly Action.
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Movement which defaults to 1.<br>
*'''Humanized''': A Failed Experiment with this diet just needs average human food to survive. If their Suspicion is zero, they may set their Hunger to 0 at any time.
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Sanity is a stat, tracked on it s own GNDT column and defaulting to 0. If a Pawn has their Sanity go below -100, after the action causing the Paw to go under -100 Sanity, 100 Sanity shall repeatedly be added to their Sanity until their Sanity is above 0. If a Pawn has their Sanity go above 100, after the action causing the Pawn to go over 100 Sanity, -100 Sanity shall repeatedly be added to their Sanity until their Sanity is below 0.<br>
*'''Toxiphage''': A Failed Experiment with this diet feeds off of toxic waste. At-will, they can reduce their HP by any amount to lose the same amount of Hunger.
 
  
==Suspicion==
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==Terrain==
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The Heart Location and Spades Location are each integer values tracked on the Alice wikipage. The source materials are [[Through The Looking Glass]] and [[Alice's Adventures In Wonderland]], the wikipages have the paragraphs numbered for your convenience and they may only be edited by proposal. The Hearts Location corresponds to the numbered paragraphs in “Alice’s Adventures in Wonderland”. The Spades Location corresponds to the numbered paragraphs in “Through The Looking Glass”.
  
Failed Experiments have a Suspicion level, tracked in the GNDT, that defaults to 0.
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A number inside of a cell that isn’t prefixed or suffixed by anything is a Terrain. Pieces in cells have access to that Terrain and subsequently that corresponding paragraph in the relevant source material. The Hearts source material is “Alice’s Adventures in Wonderland” and Spades source material is “Through the Looking Glass”.
  
Certain actions have a required Suspicion level. To perform the action, the Failed Experiment’s group must have a Suspicion level equal to or lower than the required Suspicion level of the action.
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If one of the words, “walk”, “move”, “ran” or any of their different conjugations appear in Terrain that a Pawn has access to, that Pawn is considered to have one more Movement.
  
==Groups==
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==Nativity==
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Pawns are either Native (to the Wonderland), Not Native or Unknown (default), and this nature is tracked on the GNDT in the “Nativity” column. Before taking any Dynastic Action and if they’re still Unknown, Pawns can and must choose to become either Native (and thus also gain -10 Sanity) or Not Native (and thus also gain 10 Sanity).
  
Failed Experiments are part of a group. Each group is listed in the “Failed Experiments” wiki page under a section named “Groups”, with one line per group, containing the names of the group’s members. If a Failed Experiment has not yet grouped with another Failed Experiment, they form a one-member group.
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Native Pawns feed off the natural nonsense energies of the Wonderland, and thus, are Empowered when their Sanity is below -50. Not Native Pawns come from a world of reason and understanding, and are thus Empowered when their Sanity is above 50.
  
A Failed Experiment may change groups by posting a Story Post with the [Group] tag and specifying which group they want to join. Members of the target group can refuse the request by posting a comment containing the AGAINST icon. If after two days the number of group members voting against is less than half the size of the group (not rounded) then the Failed Experiment who published the post is added to the group and removed from their previous group.
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An Empowered Pawn’s Movement stat is considered to be double that of its normal value (excluding this bonus itself).
  
If an action has a Group Effect, the effect is applied to all members of the group that the performing Failed Experiment belongs to.
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As a Communal Weekly action and if there are one or less Unknown Pawns, a Native Pawn can Celebrate an Unbirthday, granting -20 Sanity, evenly distributed among all Native Pawns (eg. if there are two Native Pawns, they each get -10 Sanity).
  
Each group has a Suspicion level, equal to the highest Suspicion level of the members of the group.
+
As a Communal Weekly action and if there are one or less Unknown Pawns, a Not Native Pawn can Summon a Meeting, granting 20 Sanity, evenly distributed among all Not Native Pawns (eg. if there are three Not Native Pawns, they each get 7 Sanity).
  
==Abilities==
+
==Home==
 +
Every Pawn has a randomly chosen Home Board, which is either the Hearts Board or the Spades Board. It is tracked in the GDNT. The King of a Pawn’s Home Board must secretly, randomly chooses one of the squares on that board to be that Pawn’s Homeland, and tell only that Pawn which square it is.
  
If they have not done so yet, a Failed Experiment can choose two abilities from the list below. Each ability has an associated Suspicion cost. When a Failed Experiment possesses an ability, their Suspicion level is increased by the associated Suspicion cost.
+
- If a Pawn’s location is on their home board, they have Combat Power equal to the amount of words at the Terrain of their Homeland. Otherwise, it is zero.
 +
- A Pawn is Vulnerable to each word which is longer than 4 letters at the Terrain of their Homeland.
  
* Greenback (Suspicion cost: 40): Once a day, the Failed Experiment produces one fruit that can be used to reduce the hunger level of one member of their group by 1. The fruit must be used on the day it is produced.
+
==Royal Concern==
 +
Kings can start and have Royal Concerns. Each King takes turns having a Royal Concern, which is a statement chosen by then for the Pawns to try to explain or give excuses about, played in a Sticky Post. A King with a Royal Concern is Glaring at one randomly chosen Pawn at the start of it, and that Pawn must use a noun from the Terrain of their current location to give further insight to the current Royal Concern, as well as passing the issue to a different Pawn that has not yet been Glared during the current Concern, which the King then Glares. For example:
  
==Health==
+
<blockquote>“So, John Doe. How did my basket go missing?”
 +
“Ah, it was the Dodo, your highness! They stole it from you! But, my companion here Jane Doe can surely give you more details about that.”</blockquote>
  
Each Failed Experiment has an HP, which defaults to 12, has a maximum value of 12, and is tracked in the GNDT.
+
If a quorum of Pawns deem that the excuse given by a Pawn which was the previous one to be Glared at to be too unconvincing (expressing so unambiguously in a comment to the relevant sticky post) or a Pawn takes longer than 34 hours, then the King with the Concern can and shall submit them to Punishment, setting their Sanity to be the average of all the Pawn’s Sanity besides their own and zero. Doing this ends this Royal Concern, and the same King shall start a new Royal Concern at their leisure. If every Pawn other than the author of the Concern has been Glared at and nobody was punished for that Concern, the Royal Concern ends.<br>
 +
At any given time, each king can have at most one Royal Concern active.
  
As a daily action, a Failed Experiment may raise their HP by up to 4, if they also raise their hunger by 5 times the amount they raised their HP.
+
==Definitions==
 +
'''Prime Number:''' A prime number is a natural number greater than 1 that cannot be formed by multiplying two smaller natural numbers. The prime numbers smaller than 100 are 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89 and 97.<br>
 +
'''Triangular Number:''' A triangular number is a natural number that equals the sum of the numbers 0 to n, where n is any natural number. The triangular numbers smaller than 100 are 0, 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78 and 91.<br>
  
==Distance==
 
  
Each Failed Experiment is at a Distance from the Laboratory, being an integer value of kilometres, defaulting to zero, and tracked in the GNDT.
+
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
 +
<div style="padding:8px;background:#bbb;">
  
Failed Experiments with a Distance below 10 are in the Forest. Those with a Distance between 10 and 19 inclusive are in the Fields. Those with a Distance between 20 and 29 inclusive are in the City. Those with a Distance of 30 or higher are on the Road.
+
= Special Case =
 +
Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in ”[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.
  
If a given Distance value has only one Failed Experiment at it, then that Failed Experiment is considered to be Exposed.
+
The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.
  
At any time, a Failed Experiment who is not Exposed may increase their Suspicion or Hunger by 1 to increase their Distance by up to 5.
+
==Tags [Active]==
 +
Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to a Pawn.
  
 +
==Atomic Actions [Active]==
  
<!-- RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
+
When a Pawn performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action until all such steps are complete. In addition, the Pawn performing an Atomic Action performs its steps as quickly as they are able.
<div style="padding:8px;background:#bbb;">
 
  
= Special Case =
+
If one or more steps of an Atomic Action were done incorrectly, the Pawn must redo the Atomic Action. In redoing an Atomic Action, the Pawn uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.
Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in ”[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.
 
  
Special Case Rules that are inactive do not have an effect on the gamestate aside from existing as text in the ruleset.
+
For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the Pawn would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.
  
==Combos [Active]==
+
If the Atomic Action was illegal due to a die that was wrong in the GNDT (for example, rolling a 1 on a DICE6 gives that Pawn a point and the rest do nothing and the Pawn rolls a DICE5 in the first one) and in redoing the Atomic Action they get the same effect as before (i.e. rolling an incorrect die and getting result X but then rolling the correct die and still getting result X) then the steps that depended upon that result are valid and don’t need to be redone. Steps that depend upon multiple dice which were done incorrectly must have each incorrect die have the same effect to be considered valid.
Anytime that a Failed Experiment wants to do 5 or more actions within an hour they may choose in lieu of doing all of those actions separately, which potentially causes confusion as to what is happening, to make a “Combo” blog post that cannot be edited after posting. The gamestate may be changed to reflect the results of the Combo once all of the actions are completed.
 
  
A Combo post is a numbered list of the actions taken, the first action is #1 each subsequent number of actions is increased by one. Each action and the portion of the gamestate changed from that action are kept on their own line. An Atomic action has lettering of its steps, refer to the example and note the curly braces vs the parenthesis.
+
For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
  
Example Combo
+
A Pawn may not take more than one Atomic Action at the same time.
*1 [action one] ([gamestate before action] -> [gamestate after action])
 
*2 [action two] ([gamestate before action] -> [gamestate after action])
 
*3 [atomic action] {[gamestate before atomic action]}
 
*3a [first atomic substep] ([gamestate before substep] -> [gamestate after substep])
 
*3b [second atomic substep] ([gamestate before substep] -> [gamestate after substep]) {[gamestate after atomic action]}
 
*4 [action four] ([gamestate before action] -> [gamestate after action])
 
*etcetera . . .
 
  
If any actions require a die roll or other random event that is visible to the public, Failed Experiments must make those rolls before posting the combo with a note stating which step the roll is for and what action they are taking and the title of their Combo. Failed Experiments may not make multiple rolls in the GNDT for the same step. Failed Experiments cannot have two or more rolls in the GNDT with Combo titles that are different unless all but one of the Combo titles have been posted and include that roll.
+
This rule cannot be overruled by the Dynastic Rules.
  
Each action of a Combo happens in their own second, substeps of an Atomic Action happen all at the same second as the parent step. The first action happens at the time the Combo is posted.
+
==Seasonal Downtime [Active]==
 +
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”.
  
If there is a mistake in the summary of the gamestate in a combo and that mistake doesn’t make it impossible for the stated actions to have happened, the author of that combo may correct those mistakes by making a comment along the format “[# of step]: [corrected gamestate summary]”.
+
==Dormancy [Active]==
 +
If there are fewer than five Pawns, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.
  
==Tags [Active]==
+
==No Orphan Variables [Active]==
Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to a Failed Experiment.
+
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a manner in which it it can be determined from other gamestate variables, specified in the Ruleset.
  
==Atomic Actions [Active]==
+
A Pawn may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
  
When a Failed Experiment 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 Failed Experiment performing an Atomic Action performs its steps as quickly as they are able.
+
==Mutual Victory [Active]==
 +
This Dynasty is considered to be The First Coregency of Diabecko and card and is headed by the Pawn named card and the Pawn named Diabecko each known generically as a King. The King named Diabecko can also be referred to as King of Hearts and the King named card can also be referred to as King of Spades. Apropos to this fact, the Dynastic Rules has two sub-rules one named Spades and one named Hearts.
  
If one or more steps of an Atomic Action were done incorrectly, the Failed Experiment must redo the Atomic Action. In redoing an Atomic Action, the Failed Experiment uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.
+
Pawns can be under the rule of the King of Hearts, The King of Spades, or both.
 +
A Pawn is under the rule of the King of Hearts if their home board is hearts or if they are on the hearts board.
 +
A Pawn is under the rule of the King of Spades if their home board is spades or if they are on the spades board.
  
For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the Failed Experiment would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.
+
All proposals that make changes the Hearts or Spades board or rules must have the respective [Hearts] or [Spades] tag and cannot have both tags.
  
If the Atomic Action was illegal due to a die that was wrong in the GNDT (for example, rolling a 1 on a DICE6 gives that Failed Experiment a point and the rest do nothing and the Failed Experiment rolls a DICE5 in the first one) and in redoing the Atomic Action they get the same effect as before (i.e. rolling an incorrect die and getting result X but then rolling the correct die and still getting result X) then the steps that depended upon that result are valid and don’t need to be redone. Steps that depend upon multiple dice which were done incorrectly must have each incorrect die have the same effect to be considered valid.
+
Any vote or DEF that is cast on a Proposal with the [Hearts] tag resolves considering only King of Hearts as the King and such a proposal must not affect the spades board. Any rules created by such a proposal will have the {Hearts} tag as part of their name.
 +
Any vote or DEF that is cast on a Proposal with the [Spades] tag resolves considering only King of Spades as the King and such a proposal must not affect the hearts board. Any rules created by such a proposal will have the {Spades} tag as part of their name.
  
For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
+
If two rules exist that apart from the words “hearts”, “spades”, or their conjugations have the same text, they should both be repealed and a new rule should be created with the same text excluding those words.
 +
This rule cannot be overruled by Dynastic Rules. This rule becomes repealed when a valid Ascension Address is posted.
  
==Seasonal Downtime [Active]==
 
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>
 
</div>
Line 254: Line 278:
  
 
;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 Failed Experiments.
+
: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 Pawns.
  
 
;Daily Action
 
;Daily Action
:If a game action is a Daily Action, each Failed Experiment 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 Pawn 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 Failed Experiment per day.
+
:A Daily Communal Action is a Daily Action that can only be performed by one Pawn per day.
  
 
;Day
 
;Day
Line 272: Line 296:
  
 
;Effective Vote Comment (EVC)
 
;Effective Vote Comment (EVC)
:A Failed Experiment’s Effective Vote Comment with respect to a given Votable Matter means that Failed Experiment’s Comment to that Votable Matter, if any, that contains that Failed Experiment’s Vote on that Votable Matter.
+
:A Pawn’s Effective Vote Comment with respect to a given Votable Matter means that Pawn’s Comment to that Votable Matter, if any, that contains that Pawn’s Vote on that Votable Matter.
  
 
;Flavour Text
 
;Flavour Text
:When posting a blog entry, a Failed Experiment 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 Pawn 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
 
: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.
 
: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.
 
;May
 
:"is permitted to"
 
 
;May not
 
:"is not permitted to"
 
  
 
;Post
 
;Post
Line 293: Line 311:
  
 
;Quorum
 
;Quorum
:Quorum of a subset of Failed Experiments is half the number of Failed Experiments in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Failed Experiments it is referring to, it is referring to a Quorum of all Failed Experiments.
+
:Quorum of a subset of Pawns is half the number of Pawns in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Pawns it is referring to, it is referring to a Quorum of all Pawns.
  
 
;Resolve/Resolution
 
;Resolve/Resolution
Line 311: Line 329:
  
 
;Slack
 
;Slack
:The BlogNomic Slack is located at blognomic.slack.com. Failed Experiments 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. Pawns may request an invite to the Slack while logged in by clicking the button in the sidebar.
  
 
;Slack Channel
 
;Slack Channel
Line 339: Line 357:
  
 
;Weekly Action
 
;Weekly Action
:If a game action is a Weekly Action, each Failed Experiment 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 Pawn 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 Failed Experiment per week.  
+
:A Weekly Communal action is a Weekly Action that can only be performed by one Pawn per week.  
  
 
;Wiki
 
;Wiki
Line 349: Line 367:
 
== 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 Failed Experiment 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 Pawn 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 only be removed as allowed by the Ruleset.
 
An official post may only be removed as allowed by the Ruleset.
An official post may be altered by its author if it is less than six hours old and either no Failed Experiment has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status.
+
An official post may be altered by its author if it is less than six hours old and either no Pawn has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a Failed Experiment who has been a Failed Experiment 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 New Pawn is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or ruleset, and if it has been posted for less than six hours, then any admin may change it to be in the Proposal category. A New Pawn is defined as a Pawn who has been a Pawn for fewer than seven days or a Pawn that has unidled in the past seven days after being idle for at least 3 months.
  
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 Failed Experiment may update any Failed Experiment'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 Pawn may update any Pawn'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 Failed Experiment’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 Failed Experiment 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 Pawn’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 Pawn may correct the GNDT to comply with the Gamestate.
  
If a Failed Experiment 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, Failed Experiments are encouraged to raise a Call for Judgement instead.
+
If a Pawn 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, Pawns are encouraged to raise a Call for Judgement instead.
Failed Experiments shall be assigned a password for the GNDT when they join the Nomic.
+
Pawns shall be assigned a password for the GNDT when they join the Nomic.
  
 
=== Random Generators ===
 
=== Random Generators ===
Line 370: Line 388:
 
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
 
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
  
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 a Failed Experiment 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 a Pawn 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.
  
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 Failed Experiment 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 Pawn making this determination may do so using a private method of their choosing, instead of the GNDT.
  
 
==Clarifications==
 
==Clarifications==
Line 380: Line 398:
 
* 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 Failed Experiments to transfer a numeric value only allows them to transfer that value from themselves to another Failed Experiment (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 Pawns to transfer a numeric value only allows them to transfer that value from themselves to another Pawn (of their choice unless otherwise stated).
* A Failed Experiment 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.
+
* A Pawn 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 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”).
Line 393: Line 411:
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Failed Experiment 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, Pawn 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 404: Line 422:
  
 
===Names===
 
===Names===
* Within the ruleset, a word only refers to the name of a Failed Experiment if it is explicitly stated that it refers to a Failed Experiment's name.
+
* Within the ruleset, a word only refers to the name of a Pawn if it is explicitly stated that it refers to a Pawn's name.
 
* 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.
Line 414: Line 432:
 
# 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 “Failed Experiments may Kick each other” and “Failed Experiments may not kick each other on Tuesdays” exist, and it is Tuesday, Failed Experiments 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 “Pawns may Kick each other” and “Pawns may not kick each other on Tuesdays” exist, and it is Tuesday, Pawns may not Kick each other.)
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Failed Experiments may Punch a Spaceman on Friday” and “Failed Experiments may not Punch Spacemen on Friday”, then Failed Experiments may not Punch Spacemen on Friday.)
+
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Pawns may Punch a Spaceman on Friday” and “Pawns may not Punch Spacemen on Friday”, then Pawns may not Punch Spacemen on Friday.)
 
# Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.
 
# Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.
  
 
</div>
 
</div>

Revision as of 19:12, 20 March 2018

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Pawns 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; Section Three contains rules which apply in special cases; and Section Four 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.

Pawns 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 Pawn may update it to do so.

Pawns

Any human may apply to join BlogNomic (if they are not already a Pawn) 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 Pawn. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Pawn.

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

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

Some Pawns 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”, “Pawns”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Pawns are not counted as Pawns.

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

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

An Admin may render a Pawn Idle if that Pawn has asked to become Idle in an entry or comment from the past four days, or if that Pawn 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 Pawn if that Pawn is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Pawn 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 Pawn, known as the King. If there is no King, the Dynasty is a Metadynasty.

Votable Matters

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

Votes

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

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

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

  • It has a number of FOR Votes that exceed or equal Quorum.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.

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

  • The number of Pawns who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours is not Popular.

Enacting and Failing

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

Whenever an Admin resolves a Votable Matter, they 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 Pawn may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Pawn already has 2 Proposals pending, or has already made 3 Proposals that day).

Special Proposal Voting

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

Resolution of Proposals

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

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

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

  • It is Unpopular.
  • It has been Vetoed or Self-Killed.

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

Calls for Judgement

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

A Pending CfJ may be Enacted by any Admin if all of the following are ture:

  • It is Popular.

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

  • It is Unpopular.
  • It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities.

When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Pawn (other than the King) 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.

If the game is not already in Hiatus and there is a pending DoV, 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 “Pawns”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

Every Pawn 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 by any Admin if any of the following is true:

  • It is Popular, it has been open for at least 12 hours, and either the King has Voted FOR it or it has no AGAINST Votes.
  • It is Popular, and it has been open for at least 24 hours.

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

  • It is Unpopular, and it has been open for at least 12 hours.

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

When a DoV is enacted, all other pending DoVs are failed, and a new Dynasty begins with the Pawn who made the DoV as its King. That Pawn may pass this role to another Pawn at this point by making a post to that effect, if they wish. The Hiatus continues until the new King makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the King's chosen theme for the new Dynasty, and may optionally specify that the terms Pawn and King 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 Pawn 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 Pawn'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 Pawn within BlogNomic, and should announce publicly if they control both a non-Idle Pawn and any Idle Pawns.
  • A Pawn 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 Pawn should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Pawn should not edit their own blog comments once posted, nor those of any other Pawn.
  • A Pawn should not edit the "Entry Date" field of a blog post.
  • A Pawn should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Pawn should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
  • A Pawn should not roll dice in the GNDT that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action.

Dynastic Rules

Swifter Than The Admins

A Dead proposal is a self-killed proposal where all of the proposals in the queue at or above it are either 48 or more hours old or self-killed or vetoed. For the purposes of the “Proposals” rule, but not its subrules, Dead proposals are not considered pending.

Land

The wikipage Alice is gamestate and can’t be edited unless permitted by the ruleset. It has two boards, one named Spades and the other named Hearts which are 17x17; the rightmost column has a number from 0 to 16, leaving the last element blank while the bottomost row has a number in each column from 0 to 16 leaving the last column blank. On the wikipage those numbers are represented in base 16 so that the spacing of the table is preserved as much as possible. The aforementioned row and column may never have pieces or terrain in them. The numbers in them only exist for the purposes of notation and they are not considered to be part of the board.

Each cell of each board can contain pieces, as defined in the Pieces rule, and terrain, as outlined in the “Terrain” rule, separated by a space with the Terrain first and the Pieces surrounded by parenthesis. A cell is notated by “(Z,Y)” where Z is the number of the column and Y is the number of the row (contrary to matrix notation). A cell that is specific to a particular board is prefixed with an “H” or “S” respectively.

Pieces

Pieces are elements on the boards which can or have already moved from one cell to another cell. An avatar of each Pawn that is not a King is represented on the Spades and Hearts board by ‘PX’. X tracks the Piece Number assigned to that Pawn. The Piece Number is a positive non-zero integer which is tracked in the P# column in the GNDT. When a Pawn unidles they get the lowest unused Piece Number assigned to them and their avatars are placed on the boards. An avatar of each King is represented on their respective board with a ‘K’.
When a Pawn is placed on a board they are placed on a cell (X,Y). Y is the highest numbered row that has at least one cell that does not contain a piece. X is a column number that is randomly chosen from the empty cells in Y.
There are also Creatures, who also have a Piece each. They are placed in the same way Pawns are for their Pieces. The Creatures are listed below with their piece number in parentheses, along with an explanation of their behavior to the right of the piece number and hyphen. If no information is given, the Creature does not move or interact with Pawns
Dormouse (P100) -
Mock Turtle (P101) -
Cheshire Cat (P102) - When a Pawn is in the same location as the Cheshire Cat and is not the previous person to be in the same location, both the Pawn and Cheshire Cat is removed from the board, and the Pawn gains 10 Sanity if the Pawn is Native, or lose 10 Sanity if the Pawn is not Native. The Pawn and Cheshire Cat may within 6 days be placed anywhere on any board. If the Pawn does not reappear in 6 days with the Cheshire Cat, the Pawn’s Sanity is set to 0 and the Pawn is relocated, with the Cheshire Cat, at the last location the Pawn was. A Pawn may move the Cheshire Cat in a random cardinal direction (North, South, East, and West) if 5 days have passed since the last movement.

Once per day, as an action, a Pawn can move a Piece assigned to them. To do so, the pawn must increase their sanity by 1 if their sanity is below 0, and decrease it by 1 if it is above 0. Then, they move the piece a number of tiles equal to or less than their Movement stat in any one direction. If a piece would end up outside the board in this way, the action can not be taken.

Special Movement

Once during their turn during a Royal Concern (ie. they are being Glared at), a Pawn can make a Special Move by stating this as a comment to that Royal Concern’s post. The Special Moves possible are the following:
-A Pawn can move their Piece (if they have only one) from its current cell to the immediately next cell to its left (if it exists) by increasing their Sanity by 5.
-A Pawn can move their Piece (if they have only one) from its current cell to the immediately next cell to its right (if it exists) by decreasing their Sanity by 5.
- A Pawn can move their Piece (if they have only one) from its current cell to the immediately next cell above it on the same board (if it exists) by rounding their sanity to the nearest prime number. In case of a tie, the Pawn can choose whether to round up or down.
- A Pawn can move their Piece (if they have only one) from its current cell to the immediately next cell below it on the same board (if it exists) by rounding their sanity to the nearest triangular number. In case of a tie, the Pawn can choose whether to round up or down.
For the purposes of these special moves, negative numbers are considered prime and/or triangular if and only if their absolute value is respectively prime and/or triangular.

Stats

Each Pawn has the following stats which are tracked in the GNDT:
Movement which defaults to 1.
Sanity is a stat, tracked on it s own GNDT column and defaulting to 0. If a Pawn has their Sanity go below -100, after the action causing the Paw to go under -100 Sanity, 100 Sanity shall repeatedly be added to their Sanity until their Sanity is above 0. If a Pawn has their Sanity go above 100, after the action causing the Pawn to go over 100 Sanity, -100 Sanity shall repeatedly be added to their Sanity until their Sanity is below 0.

Terrain

The Heart Location and Spades Location are each integer values tracked on the Alice wikipage. The source materials are Through The Looking Glass and Alice's Adventures In Wonderland, the wikipages have the paragraphs numbered for your convenience and they may only be edited by proposal. The Hearts Location corresponds to the numbered paragraphs in “Alice’s Adventures in Wonderland”. The Spades Location corresponds to the numbered paragraphs in “Through The Looking Glass”.

A number inside of a cell that isn’t prefixed or suffixed by anything is a Terrain. Pieces in cells have access to that Terrain and subsequently that corresponding paragraph in the relevant source material. The Hearts source material is “Alice’s Adventures in Wonderland” and Spades source material is “Through the Looking Glass”.

If one of the words, “walk”, “move”, “ran” or any of their different conjugations appear in Terrain that a Pawn has access to, that Pawn is considered to have one more Movement.

Nativity

Pawns are either Native (to the Wonderland), Not Native or Unknown (default), and this nature is tracked on the GNDT in the “Nativity” column. Before taking any Dynastic Action and if they’re still Unknown, Pawns can and must choose to become either Native (and thus also gain -10 Sanity) or Not Native (and thus also gain 10 Sanity).

Native Pawns feed off the natural nonsense energies of the Wonderland, and thus, are Empowered when their Sanity is below -50. Not Native Pawns come from a world of reason and understanding, and are thus Empowered when their Sanity is above 50.

An Empowered Pawn’s Movement stat is considered to be double that of its normal value (excluding this bonus itself).

As a Communal Weekly action and if there are one or less Unknown Pawns, a Native Pawn can Celebrate an Unbirthday, granting -20 Sanity, evenly distributed among all Native Pawns (eg. if there are two Native Pawns, they each get -10 Sanity).

As a Communal Weekly action and if there are one or less Unknown Pawns, a Not Native Pawn can Summon a Meeting, granting 20 Sanity, evenly distributed among all Not Native Pawns (eg. if there are three Not Native Pawns, they each get 7 Sanity).

Home

Every Pawn has a randomly chosen Home Board, which is either the Hearts Board or the Spades Board. It is tracked in the GDNT. The King of a Pawn’s Home Board must secretly, randomly chooses one of the squares on that board to be that Pawn’s Homeland, and tell only that Pawn which square it is.

- If a Pawn’s location is on their home board, they have Combat Power equal to the amount of words at the Terrain of their Homeland. Otherwise, it is zero. - A Pawn is Vulnerable to each word which is longer than 4 letters at the Terrain of their Homeland.

Royal Concern

Kings can start and have Royal Concerns. Each King takes turns having a Royal Concern, which is a statement chosen by then for the Pawns to try to explain or give excuses about, played in a Sticky Post. A King with a Royal Concern is Glaring at one randomly chosen Pawn at the start of it, and that Pawn must use a noun from the Terrain of their current location to give further insight to the current Royal Concern, as well as passing the issue to a different Pawn that has not yet been Glared during the current Concern, which the King then Glares. For example:

“So, John Doe. How did my basket go missing?” “Ah, it was the Dodo, your highness! They stole it from you! But, my companion here Jane Doe can surely give you more details about that.”

If a quorum of Pawns deem that the excuse given by a Pawn which was the previous one to be Glared at to be too unconvincing (expressing so unambiguously in a comment to the relevant sticky post) or a Pawn takes longer than 34 hours, then the King with the Concern can and shall submit them to Punishment, setting their Sanity to be the average of all the Pawn’s Sanity besides their own and zero. Doing this ends this Royal Concern, and the same King shall start a new Royal Concern at their leisure. If every Pawn other than the author of the Concern has been Glared at and nobody was punished for that Concern, the Royal Concern ends.
At any given time, each king can have at most one Royal Concern active.

Definitions

Prime Number: A prime number is a natural number greater than 1 that cannot be formed by multiplying two smaller natural numbers. The prime numbers smaller than 100 are 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89 and 97.
Triangular Number: A triangular number is a natural number that equals the sum of the numbers 0 to n, where n is any natural number. The triangular numbers smaller than 100 are 0, 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78 and 91.



Special Case

Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in ”[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.

The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.

Tags [Active]

Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to a Pawn.

Atomic Actions [Active]

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

If one or more steps of an Atomic Action were done incorrectly, the Pawn must redo the Atomic Action. In redoing an Atomic Action, the Pawn uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.

For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the Pawn would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.

If the Atomic Action was illegal due to a die that was wrong in the GNDT (for example, rolling a 1 on a DICE6 gives that Pawn a point and the rest do nothing and the Pawn rolls a DICE5 in the first one) and in redoing the Atomic Action they get the same effect as before (i.e. rolling an incorrect die and getting result X but then rolling the correct die and still getting result X) then the steps that depended upon that result are valid and don’t need to be redone. Steps that depend upon multiple dice which were done incorrectly must have each incorrect die have the same effect to be considered valid.

For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.

A Pawn may not take more than one Atomic Action at the same time.

This rule cannot be overruled by the Dynastic Rules.

Seasonal Downtime [Active]

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”.

Dormancy [Active]

If there are fewer than five Pawns, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.

No Orphan Variables [Active]

An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a manner in which it it can be determined from other gamestate variables, specified in the Ruleset.

A Pawn may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Mutual Victory [Active]

This Dynasty is considered to be The First Coregency of Diabecko and card and is headed by the Pawn named card and the Pawn named Diabecko each known generically as a King. The King named Diabecko can also be referred to as King of Hearts and the King named card can also be referred to as King of Spades. Apropos to this fact, the Dynastic Rules has two sub-rules one named Spades and one named Hearts.

Pawns can be under the rule of the King of Hearts, The King of Spades, or both. A Pawn is under the rule of the King of Hearts if their home board is hearts or if they are on the hearts board. A Pawn is under the rule of the King of Spades if their home board is spades or if they are on the spades board.

All proposals that make changes the Hearts or Spades board or rules must have the respective [Hearts] or [Spades] tag and cannot have both tags.

Any vote or DEF that is cast on a Proposal with the [Hearts] tag resolves considering only King of Hearts as the King and such a proposal must not affect the spades board. Any rules created by such a proposal will have the {Hearts} tag as part of their name. Any vote or DEF that is cast on a Proposal with the [Spades] tag resolves considering only King of Spades as the King and such a proposal must not affect the hearts board. Any rules created by such a proposal will have the {Spades} tag as part of their name.

If two rules exist that apart from the words “hearts”, “spades”, or their conjugations have the same text, they should both be repealed and a new rule should be created with the same text excluding those words. This rule cannot be overruled by Dynastic Rules. This rule becomes repealed when a valid Ascension Address is posted.


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 Pawns.
Daily Action
If a game action is a Daily Action, each Pawn 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 Pawn 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 Pawn’s Effective Vote Comment with respect to a given Votable Matter means that Pawn’s Comment to that Votable Matter, if any, that contains that Pawn’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Pawn 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.
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 Pawns is half the number of Pawns in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Pawns it is referring to, it is referring to a Quorum of all Pawns.
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. Pawns 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.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
TOC
Table of Contents.
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 Pawn 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 Pawn 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 Pawn may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise.

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

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Pawn is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or ruleset, and if it has been posted for less than six hours, then any admin may change it to be in the Proposal category. A New Pawn is defined as a Pawn who has been a Pawn for fewer than seven days or a Pawn that has unidled in the past seven days after being idle for at least 3 months.

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 Pawn may update any Pawn'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 Pawn’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 Pawn may correct the GNDT to comply with the Gamestate.

If a Pawn 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, Pawns are encouraged to raise a Call for Judgement instead. Pawns 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.

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 a Pawn 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.

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 Pawn making this determination may do so using a private method of their choosing, instead of the GNDT.

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 Pawns to transfer a numeric value only allows them to transfer that value from themselves to another Pawn (of their choice unless otherwise stated).
  • A Pawn 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 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)
  • DICEN cannot be rolled in the GNDT if N is 22 or more digits long.

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 the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Pawn 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 Pawn if it is explicitly stated that it refers to a Pawn's name.
  • 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.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a proposal, the name used in reference to a specific proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a proposal named “Changes [Core]” could instead be referred to by the name “Changes”.

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