Difference between revisions of "Ruleset"

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= Core Rules =
 
= Core Rules =
  
 
== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Cooks shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.
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This is the '''Ruleset''' for BlogNomic; all Mortals 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.
  
Cooks 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”.
+
Mortals 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 Mortal may update it to do so.
 +
 
 +
== Mortals ==
 +
Any human may apply to join BlogNomic (if they are not already a Mortal) 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 '''Mortal'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Mortal.
  
== Cooks ==
+
A Mortal may cease to be a Mortal at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Mortal in this way may not become a Mortal again within the following two weeks. A Mortal may only change their name as a result of a proposal approving the change.
Any human may apply to join BlogNomic (if they are not already playing) 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 '''Cook'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Cook.
 
  
A Cook may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Cook may not rejoin the game within two weeks after having left. A Cook may only change their name as a result of a proposal approving the change.
+
Some Mortals are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Mortals 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.
  
Some Cooks are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Cooks 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 Mortals===
  
===Idle Cooks===
+
Some Mortals 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”, “Mortals”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Mortals are not counted as Mortals.
  
Some Cooks 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”, “Cooks”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Cooks are not counted as Cooks.
+
If a Proposal contains a provision that targets a specifically named Idle Mortal, then that Idle Mortal is considered to be Unidle solely for the purposes of enacting that specific provision
  
If a Proposal contains a provision that targets a specifically named Idle Cook, then that Idle Cook is considered to be Unidle solely for the purposes of enacting that specific provision
+
When a Mortal 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 Mortal Idled in a different dynasty), the Mortal is given the default value for new Mortal, if such a value exists.
  
When a Cook 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 Cook Idled in a different dynasty), the Cook is given the default value for new Cook, if such a value exists.
+
An Admin may render a Mortal Idle if that Mortal has asked to become Idle in an entry or comment from the past four days, or if that Mortal 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 Mortal if that Mortal 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 Mortal who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
  
An Admin may render a Cook Idle if that Cook has asked to become Idle in an entry or comment from the past four days, or if that Cook 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 Cook if that Cook 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 Cook 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 EVC following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.
+
Idle Admins can enact and fail Votable Matters.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Cook, known as the Restaurant Manager. If there is no Restaurant Manager, the Dynasty is a Metadynasty.
+
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Mortal, known as the Immortal. If there is no Immortal, the Dynasty is a Metadynasty.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Cooks may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
+
A '''Votable Matter''' is a post which Mortals may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
 +
 
 +
===Votes===
 +
Each Mortal 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 Mortal’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-Mortal never has a Vote, even if they were a Mortal previously and had cast a valid Vote.
 +
 
 +
If a Mortal other than the Immortal casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Immortal. When the Immortal 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 Immortal'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 Mortals who are not voting AGAINST it is less than Quorum.
 +
* It has been open for voting for at least 48 hours and it is not Popular.
  
Each Cook 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 Cook’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-Cook never has a Vote, even if they were a Cook previously and had cast a valid Vote.
+
=== Enacting and Failing ===
  
 
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
 
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
  
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).
+
Whenever an Admin resolves a Votable Matter, they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
  
 
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
 
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
  
 
== Proposals ==
 
== Proposals ==
Any Cook may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Cook already has 2 Proposals pending, or has already made 3 Proposals that day).
+
Any Mortal may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Mortal already has 2 Proposals pending, or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a Cook 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 Restaurant Manager may use VETO as a voting icon to cast a Vote on a proposal; when the Restaurant Manager casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Restaurant Manager later changes their Vote.
+
When a Mortal 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 Immortal may use VETO as a voting icon to cast a Vote on a proposal; when the Immortal casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Immortal later changes their Vote.
 
 
If a Cook other than the Restaurant Manager casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Restaurant Manager. When the Restaurant Manager has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Restaurant Manager's Vote for the purposes of other rules unless otherwise specified.
 
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
  
The oldest pending [[#Proposals|Proposal]] may be '''enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) if either of the following is true:
+
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) if all of the following are true:
  
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.
+
* It is Popular.
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.
+
* 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:
+
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.
 
* It has been Vetoed or Self-Killed.
* The number of Cooks who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours and cannot be Enacted.
 
  
 
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
 
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 ==
 
== Calls for Judgement ==
If two or more Cooks actively disagree as to the interpretation of the Ruleset, or if a Cook feels that an aspect of the game needs urgent attention, then any Cook may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
+
If two or more Mortals actively disagree as to the interpretation of the Ruleset, or if a Mortal feels that an aspect of the game needs urgent attention, then any Mortal may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
  
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
+
A Pending CfJ may be Enacted by any Admin if all of the following are ture:
  
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.
+
* 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.
 
This Rule may not be overruled by Dynastic Rules.
  
 
== Victory and Ascension ==
 
== Victory and Ascension ==
If a Cook (other than the Restaurant Manager) 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 a Mortal (other than the Immortal) 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 “Cooks”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
+
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 “Mortals”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
  
Every Cook may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
+
Every Mortal may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
  
A Pending DoV may be enacted if any of the following is true:
+
A Pending DoV may be Enacted by any Admin if any of the following is true:
  
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Restaurant Manager has Voted FOR it or it has no AGAINST Votes.
+
* It is Popular, it has been open for at least 12 hours, and either the Immortal has Voted FOR it or it has no AGAINST Votes.
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
+
* It is Popular, and it has been open for at least 24 hours.
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
 
  
A DoV may be failed if any of the following are true:
+
A Pending DoV may be Failed by any Admin if any of the following are true:
  
* It has been open for voting for at least 12 hours, and the number of Cooks who are not voting AGAINST it is less than Quorum.
+
* It is Unpopular, and it has been open for at least 12 hours.
* It has been open for voting for at least 48 hours and cannot be Enacted.
 
  
 
When a DoV fails and there are no pending DoVs, Hiatus ends.
 
When a DoV fails and there are no pending DoVs, Hiatus ends.
  
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Cook who made the DoV as its Restaurant Manager. That Cook may pass this role to another Cook at this point by making a post to that effect, if they wish. The Hiatus continues until the new Restaurant Manager makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Restaurant Manager's chosen theme for the new Dynasty, and may optionally specify that the terms Cook and Restaurant Manager 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.
+
When a DoV is enacted, all other pending DoVs are failed, and a new Dynasty begins with the Mortal who made the DoV as its Immortal. That Mortal may pass this role to another Mortal at this point by making a post to that effect, if they wish. The Hiatus continues until the new Immortal makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Immortal's chosen theme for the new Dynasty, and may optionally specify that the terms Mortal and Immortal 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 Cook who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
+
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 Mortal 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 Cook'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 Mortal'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 Mortal within BlogNomic, and should announce publicly if they control both a non-Idle Mortal and any Idle Mortals.
 +
* A Mortal 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 Mortal should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
 +
* A Mortal should not edit their own blog comments once posted, nor those of any other Mortal.
 +
* A Mortal should not edit the "Entry Date" field of a blog post.
 +
* A Mortal should not make a DoV primarily to delay the game by putting it into Hiatus.
 +
* A Mortal 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 Mortal 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.
 +
* A Mortal should not deliberately and unreasonably prolong the performance of a game action once they have started it.
 +
 
 +
</div>
 +
 
 +
= Dynastic Rules=
 +
 
 +
==Status==
 +
Mortals have the following stats tracked in the GNDT. Parenthesis indicate what they can be notated as in the GNDT and elsewhere.
 +
<br>Immortality Points (IP) which defaults to 1.
 +
<br>Health Points (HP) which defaults to 50.
 +
<br>Time (in years), which defaults to 0.
 +
<br>Age (in years) which defaults to 0.
 +
<br>Energy Points (EP) which defaults to 10.
 +
<br>Role, which is tracked in the GNDT, defaults to mystic, and may be either warrior, scholar, mystic, or laborer.
 +
<br>Karma (K), which defaults to 3.
 +
<br>Court, which represents a mortal’s location and culture. It defaults to river, and may be desert, mountain, jungle, island, artic, or river
 +
<br>Binding, which may be a court, role, another mortal, or none. none is the default binding, and may be written as ‘-’.
 +
 
 +
 
 +
 
 +
 
 +
A Mortal with 0 HP is dead and cannot take any Dynastic actions.
 +
Mortals with an Age greater than or equal to 50 and less EP than their Age divided by 10 are considered weakened. A weakened Mortal cannot take any Dynastic actions except for ones which increase their EP.
 +
 
 +
A Mortal may spend an amount of EP to add half of the spent amount to a Mortal with the same court as them.
 +
 
 +
When a mortal increases their time by X years, they are said to have “aged X years”. A mortal may not take an action which would increase their time beyond 40 years.
 +
 
 +
A mortal with a binding may be said to be bound to its binding. A mortal bound to a different mortal who goes inactive gains a binding of none.
 +
 
 +
A mortal who in the past has had an age of 1,000 years or more is considered an “old soul”.
 +
 
 +
==Reincarnation==
 +
When a Mortal is Reincarnated, the following happens in order:
 +
*If their IP is greater than 10, set it to 10. If it is less than 10 increase it by 1.
 +
*Their HP is set to default, plus 20 if they are a warrior.
 +
*Their EP is halved, rounded up.
 +
*Their Age is set to default.
 +
*A role with a minimum Karma less than or equal to a Mortal’s Karma is a Fate of that Mortal. Their role is set to a random choice among their Fates.
 +
*Their court is changed to a random value.
 +
*Their court is changed to their binding, if a court. Their role is changed to their binding, if a role. Their court and role are changed to that of their binding, if a mortal.
 +
*The minimum Karma of their new Role, minus 1, is subtracted from their Karma. If their karma is now 0, set their binding to none.
 +
 
 +
==Roles==
 +
Each Mortal has a Role, defaulting to Mystic. Each Role has a minimum Karma and a Role action. A Mortal may take the Role action corresponding to their current Role. Possible Roles are: (specified as “Role (minimum Karma) - Role action”)
 +
* Laborer(0) - Decrease your EP and HP by 1 to age 1 year.
 +
* Warrior(5) - Age 30 years, decrease your EP and HP by 10 to gain 1 IP.
 +
* Scholar(5) - Age 50 years to gain 1 IP.
 +
* Mystic(3) - Spend 50 EP to gain 1 IP.
 +
 
 +
==Time Reaper==
 +
If no Reaping has occurred in the previous 23 hours, any Mortal or the Immortal may perform a Reaping.
 +
Reaping is an atomic action with the following steps, with “The Reaper” being the action’s performer:
 +
*If a quorum of Mortals are Scholars, advance to the next Era.
 +
* Every Mortal’s Age is increased by 20 or by their Time, whichever is greater, and their time then set to 0
 +
*The Reaper rolls a DICE50 for every Mortal with an Age above 50; if their Age is greater than or equal to 50 plus the die result, that Mortal has their HP set to zero.
 +
* For each Mortal that is dead, add a Dead Body to the Place they occupy, if they are in a place, and then set their place to default.
 +
*Reincarnate each dead Mortal.
 +
* Make a blog post summarizing the effects of the Reaping.
 +
 
 +
==History==
 +
The world of the Mortals has an Era, tracked in the Immortal's "Age" field in the GNDT by its three-letter abbreviation. It defaults to the Era of Magic.
 +
 
 +
The Eras are, in chronological sequence:-
 +
<ul>
 +
<li> Era of Magic (MAG)
 +
<li> Era of Exploration (EXP)
 +
<li> Renaissance (REN)
 +
<li> Industrial Era (IND)
 +
<li> Era of Technology (TEC)
 +
<li> Digital Era (DIG)
 +
<li> Space Era (SPA)
 +
</ul>
 +
 
 +
When a rule requires that the game advance to the next Era, the Era becomes the one after the current Era in the list above (or remains the same if it is the Space Era), and all Scholars become Laborers as their knowledge becomes obsolete.
 +
 
 +
==Travel==
 +
 
 +
A Mortal may change their court to any other court by increasing their time by the travel cost of the current Era. The travel costs are listed below, in the format [Era Abbreviation]:[Era Travel Cost]
 +
*MAG:20
 +
*EXP:10
 +
*REN:5
 +
*IND:3
 +
*TEC:2
 +
*DIG:1
 +
*SPA:0
 +
 
 +
==Artifacts==
 +
An artifact tracks its name, its soul, its court, its effects, its type, its era, and its accessors.
 +
 
 +
A mystic may spend 500 divided by the current Era’s Travel Cost EP (or 5, whatever is larger) to create an artifact and add the artifact to the Artifact List subrule.
 +
 
 +
A scholar may spend 20 times the current Era’s Travel Cost EP to create an artifact and add the artifact to the Artifact List subrule.
 +
 
 +
The artifact’s soul is the mortal who creates the artifact.
  
* A single person should not control more than one Cook within BlogNomic.
+
The artifact’s era is the current era at the time it was created.
* A Cook 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 Cook should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
 
* A Cook should not edit their own blog comments once posted, nor those of any other Cook.
 
* A Cook should not edit the "Entry Date" field of a blog post.
 
* A Cook should not make a DoV primarily to delay the game by putting it into Hiatus.
 
* A Cook should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
 
  
==Seasonal Downtime==
+
The artifact’s court is the court of its soul at the time it was created.
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”.
+
 
 +
The artifact’s type is the role of its soul at the time it was created.
 +
 
 +
The artifact’s name is chosen from among the following list, and is chosen so that the combination of all attributes is unique: Elixir, Manuscript, Codex, Process, Rite, Ceremony, Ritual, Figurine, Potion, Procedure, Mystery, Dagger, Bowl, Experiment, Relic, Altar, Document, Secret, Drug, Monolith, Monastery, Temple, Tomb, Crypt and Spell.
 +
 
 +
Artifacts are tracked in a bulleted list in the subrule “Artifact List”.
 +
 
 +
An artifact’s accessors is a list of mortals. Mortals in an artifact’s accessors are said to have access to the artifact. When a mortal gains access to an artifact, they are added to that artifact’s list of accessors.
  
</div>
+
an artifact’s effects must be chosen from the Artifact Effects subrule, and have a total score of 0 or less. The number of effects must be less than or equal to the IP of the creator.
  
= Dynastic Rules =
+
An artifact effect has a name, a score, and a body. They are listed in a bulleted list under the subrule “Artifact Effects” They are written name(score):body
  
==Ingredients==
+
When a mortal uses an artifact, they follow the instructions in the body of each effect listed in the artifact, and in the order listed on the artifact.
  
Ingredients are items from the following list. An Ingredient’s properties are chosen by the Restaurant Manager, are fixed, and may be listed in brackets after their name in this list. (If an Ingredient has no properties listed, the Restaurant Manager should update this rule to include them.)
 
* Minced Meat (Sweetness 1, Sourness 0, Umami 5, Spicyness 2)
 
* Red Pepperoni (Sweetness 1, Sourness 0, Umami 0, Spicyness 5, Vegetarian)
 
* Tomato (Sweetness 3, Sourness 3, Umami 2, Spicyness 1, Vegetarian)
 
* Eggplant (Sweetness 2, Sourness 1, Umami 3, Spicyness 0, Vegetarian)
 
* Sugar (Sweetness 5, Sourness 1, Umami 3, Spicyness 0, Vegetarian)
 
* Lemon (Sweetness 4, Sourness 5, Umami 0, Spicyness 0, Vegetarian)
 
* Potato (Sweetness 3, Sourness 0, Umami 1, Spicyness 0, Vegetarian)
 
  
==Taste Buds==
+
===Artifact List===
  
Every Ingredient has the following Valued Properties with integer values from 0 to 5::
+
===Artifact Effects===
* Sweetness
+
<br>Bonding Time (-1): Age 20 years
* Sourness
+
<br>Injury (-1): reduce HP by 30
* Umami
+
<br>Power Requirement (-1): reduce EP by 10
* Spicyness
+
<br>Death (-3): set your HP to 0
 +
<br>Bind Scholar (1): set your binding to scholar
 +
<br>Bind Mystic (1): set your binding to mystic
 +
<br>Bind Warrior (1): set your binding to warrior
 +
<br>Bind Laborer (1): set your binding to Laborer
 +
<br>Bind Court (1): set your binding to the court of the artifact
 +
<br>Bind Role (2): set your binding to any role
 +
<br>Bind Soul (1): set your binding to that of a soul with the same court as you
 +
<br>Bind To Legend (2): set your binding to that of any soul
 +
<br>Youth (1): reduce your age by 15 years
 +
<br>Healing (1): increase your HP by 20
 +
<br>Power (1): increase your EP by 5
 +
<br>Strengthen Soul (3): increase your IP by 1
  
An Ingredient may or may not have one or more of the following Additional Properties:
+
==Actions==
* Vegetarian
+
A Mortal may take any of the following actions:
  
==Recipes==
+
;Meditate: Age 10 years and increase your EP by 2^X, where X is the number of artifacts with a type of mystic you have access to. Mystics gain an additional 2 EP.
 +
;Search: Age 5 years to gain access an artifact with the same court as you no other mortal has access to. Scholars may instead age 2 years.
 +
;Steal: reduce your HP by 20 and gain access to an artifact with the same court as you that is accessed by a mortal with few HP than you. They no longer have access to the artifact. Warriors may instead reduce their HP by 10.
 +
;Serve: Age 10 years and increase your Karma by 1.
 +
;Activate:Use an artifact you have access to.
 +
;Move:leave the place you are currently in or if you are not in a place, enter a place that is within your court.
  
A Recipe consists of a name, a list of three to six Packages, and a list of between one and six Steps in sequence. A Step may either be: adding a quantity of one of the Package types listed in the Recipe, or using a piece of Equipment. The first step of a Recipe must always add a Package type.
+
==Places==
 +
A Court may contain 0 or more places. A place is a specific location within a given court. A mortal tracks what place they are in, if any, by having the name of the place in parenthesis in the Court column of the GNDT after the Mortal's court. A Mortal that is not in a place may omit the parenthesis in the GNDT. A Mortal's place defaults to not being in a place.
  
A Step is considered to add a quantity of a Package if it mentions the name and quantity of that Package; if the text of a Step also includes one (and only one) of the following verbs, then that Step has the corresponding effect when applied:
+
A place has a name which is unique to all other places in the ruleset, an enter effect that happens when a mortal enters the place, a leave effect that happens when a mortal leaves the place and a list of items which are tracked in a comma delineated list enclosed in curly braces. An effect which changes a mortal's stats only affects the mortal entering or leaving. A place is written as "name: enter effect: leave effect {item list}", and the item list and curly braces can be omitted if no items are in that particular place.
  
*'''Chop''': If this Step would add any Spiciness to the Recipe, it adds one additional Spiciness.
+
A list of places are in the following list, where each subrule is the name of the court which that place exists.
*'''Reduce''': If this Step would add any Umami to the Recipe, it adds one additional Umami.
 
*'''Drain''': If this Step would add any Sweetness to the Recipe, it adds one less Sweetness.
 
*'''Sprinkle''': If this Step would add any Sourness to the Recipe, it adds one less Sourness.
 
*'''Garnish''': This Step does not affect the Valued Properties of the Recipe (but still affects Additional Properties).
 
  
Recipes have the same Valued Properties as Ingredients do. These are calculated by starting them all at zero, then applying the Recipe’s Steps in sequence. When a Step adds a quantity of a Package, it increases the Valued Properties of the Recipe by the Valued Properties of the Ingredient that corresponds to that Package, multiplied by the quantity being added. When a Step uses a piece of Equipment, the effect of that Equipment is applied to the Recipe (unless the Cook who posted the Recipe does not possess that piece of Equipment at this time). If a Step would reduce a Recipe’s Valued Property below zero, it instead becomes zero; if it would increase a Recipe’s Valued Property above 5, it instead becomes 5.
+
===Artic===
 +
Iceburg: decrease EP by 1: change your binding to Artic
  
A Recipe has the Additional Property of Vegetarian until a Step causes a non-Vegetarian Ingredient to be added to it, at which point it ceases to be Vegetarian.
+
===Island===
 +
Beach: increase your Time by 10: decrease your Age by 5
  
==Review==
+
===Jungle===
 +
Canopy: decrease EP by 2: gain 5 HP
  
The Restaurant Manager may post a Review if one has not been posted in the previous 6 days. A review is a Story Post that has the word “Review” in its title. In the Review he has to announce the name of the new Reviewer. He also has to announce how the last Reviewer rated the Entry Recipes of each Cook. Each Cook may post Recipes as comments beneath the newest Review blogpost. The last such post of each Cook is called the Entry Recipe and is rated in the next Review.
+
===Mountain===
 +
Trail: decrease EP by 2 and increase Time by 2: gain 10 HP
  
When the Restaurant Manager posts a Review, if any Cooks used Consumable Equipment in their Recipes, those Consumable Equipments are removed from those Cooks.
+
===River===
 +
Bank: increase your Time by 5: gain 2 EP
  
===Interviews===
+
==Items==
 +
The following is a list of items and their descriptions
 +
* Dead Body -- a Mortal's body takes a long time to decay even if they're currently unoccupied.
  
When posting a Review, the Restaurant manager should disclose one of the Characteristics (a single Sweet Spot, Vegetarianism, or Favourite Ingredient if appliable) of the next Reviewer. They should pick which characteristic to reveal at random among the characteristics they have not yet revealed this way.
+
<!-- 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;">
  
==Equipment==
+
= 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.
  
Each piece of Equipment may have an effect on a Recipe, listed in brackets after the item’s name (in both the list and the inventories) on the [[Cooking Equipment]] page. By default, a piece of Equipment has no effect. Valid effects are:-
+
The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.
  
* '''+X Property''' (where X is a number from 1 to 3 and Property is any Valued Property)
+
==Tags [Active]==
* '''-X Property''' (where X is a number from 1 to 3 and Property is any Valued Property)
+
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 Mortal.
* '''Property becomes zero''' (where Property is any Valued Property)
 
* '''Property is doubled''' (where Property is any Valued Property)
 
  
If a Cook possesses a piece of Equipment which has no effect (the “Mystery” Equipment), they may discard any single piece of Equipment they Possess to give the Mystery Equipment any legal effect. (This effect applies to all instances of that Equipment possessed by Cooks.) If a Cook possesses no Equipment, they may gain any ten pieces of Equipment, so long as each gained piece has no effect.
+
==Atomic Actions [Active]==
  
==Supply chain==
+
When a Mortal 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. All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Actions that is itself a step of a parent Atomic Action.
Due to a mix-up in shipping, all the Ingredients currently being supplied to the restaurant are of foreign and mysterious origin. These are the labels on the Packages currently in the restaurant’s inventory:
 
  
*Shouting Man
+
If one or more steps of an Atomic Action were done incorrectly, the Mortal must redo the Atomic Action. In redoing an Atomic Action, the Mortal uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.
*Coy Sun
 
*String Of Numbers
 
*The Bee
 
*Exploding Chair
 
*Girl On Bicycle
 
*Melted Cube
 
*Blushing Fork
 
*Shiny Shoes
 
*Boy With Hedgehog
 
  
Each type of Ingredient corresponds to at least one Package; more than one Package may correspond to the same Ingredient. The Restaurant Manager shall maintain a private list of these correspondences, which are fixed.
+
For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the Mortal 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.
  
==The Reviewers==
+
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 Mortal a point and the rest do nothing and the Mortal 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.
There are six Reviewers:
 
  
* Antonio Fusilli
+
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.
* Bruce Haggis
 
* Chiaki Ramen
 
* Dominique Labaguette
 
* Esmeralda Paella
 
* Mad-Tongue Moody
 
  
Some Reviewers are Special. Reviewers who are not Special are Regular.
+
This rule cannot be overruled by the Dynastic Rules.
Each Reviewer has a Sweet Spot for each of the existing Valued Properties. A Sweet Spot is an integer comprised between 0 and 10 included. Each Reviewer may be Vegetarian. Each Regular Reviewer has one Favourite Ingredient, which is one of the Ingredients listed in rule Ingredients. All the characteristics of the Regular Reviewers (Sweet Spots, Vegetarianism, Favourite Ingredient) are fixed and they shall be kept track of by the Restaurant Manager, who should reveal them only when allowed by the Ruleset. If one or more of a Reviewer’s characteristics has not been determined yet, the Restaurant Manager may and should privately determine it using a method of their choice.
 
Mad-Tongue Moody is a Special Reviewer. His Characteristics are well known to the staff of every Restaurant in Town, and they are:
 
* All his Sweet Spots are 10
 
* He is not Vegetarian.
 
  
==Fame==
+
==Seasonal Downtime [Active]==
Each Cook has a “References” field, tracked as a string in the GNDT, consisting in the first letters of the names of the Reviewers that have ever awarded that Cook a 5-star rating.
+
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”.
  
==Ratings==
+
==Dormancy [Active]==
 +
If there are fewer than five Mortals, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.
  
A rating is a String comprised of exactly 5 characters, that can be any combination of plus signs (+), minus signs (-), or asterisks (*) (alias: Stars). Possible spacing and the order of characters in a Rating are irrelevant, and should be kept consistent between ratings (eg: by putting all the asterisks fist and all pluses at the end).
+
==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.
  
The Restaurant Manager shall follow some set rules on how to determine the Rating based on the Recipe and on the Characteristics of the current Reviewer. These rules are applied in the following order and are as follows:
+
A Mortal may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
  
*1. The Rating defaults to - - - - -.
+
==Imperial Deferentials [Active]==
*2. For each Valued Property of the recipe that is exactly equal to the Reviewer’s Sweet Spot for that Valued Property, one minus is changed to a Star.
+
If the Immortal has voted DEFERENTIAL on a proposal, that vote is instead considered to be valid and either FOR (if more Mortals have voted FOR the proposal than have voted AGAINST it) or AGAINST (in all other cases).
*3. For each Valued Property of the recipe that exceeds the Reviewer’s Sweet Spot for that Valued Property, one minus is changed to a Plus.
 
*4. If the Recipe contains the Reviewer’s Favourite Ingredient and the Rating contains 4 or more Stars, set the Rating to * * * * *.
 
*4. If the Recipe contains the Reviewer’s Favourite Ingredient and the Rating contains at least one Plus, one Plus is changed to a Star.
 
*6. If the Recipe does not have the Additional Property Vegetarian and the Reviewer is a Vegetarian, replace all but two Stars with Minuses.
 
  
<div style="padding:8px;background:#ddd;"> <!-- DO NOT DELETE THIS LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY -->
+
==Dynastic Distance [Active]==
 +
For the purposes of dynastic rules which do not deal with voting, The Immortal is not a Mortal.
 +
 
 +
</div>
 +
<div style="padding:8px;background:#ddd;">
  
 
= Appendix =
 
= Appendix =
Line 242: Line 363:
  
 
;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 Cooks.
+
: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 Mortals.
  
 
;Daily Action
 
;Daily Action
:If a game action is a Daily Action, each Cook 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 Mortal 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 Mortal per day.
  
 
;Day
 
;Day
Line 257: Line 381:
  
 
;Effective Vote Comment (EVC)
 
;Effective Vote Comment (EVC)
:A Cook’s Effective Vote Comment with respect to a given Votable Matter means that Cook’s Comment to that Votable Matter, if any, that contains that Cook’s Vote on that Votable Matter.
+
:A Mortal’s Effective Vote Comment with respect to a given Votable Matter means that Mortal’s Comment to that Votable Matter, if any, that contains that Mortal’s Vote on that Votable Matter.
  
 
;Flavour Text
 
;Flavour Text
:When posting a blog entry, a Cook 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 Mortal 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, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.
+
:Any information which the Ruleset regulates the alteration of.  All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
 
 
;IRC Channel
 
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
 
 
 
;May
 
:"is permitted to"
 
 
 
;May not
 
:"is not permitted to"
 
  
 
;Post
 
;Post
Line 281: Line 396:
  
 
;Quorum
 
;Quorum
:Quorum of a subset of Cooks is half the number of Cooks in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Cooks it is referring to, it is referring to a Quorum of all Cooks.
+
:Quorum of a subset of Mortals is half the number of Mortals in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Mortals it is referring to, it is referring to a Quorum of all Mortals.
  
 
;Resolve/Resolution
 
;Resolve/Resolution
:If used in a context of a Votable Matter, the world “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
+
: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
 
;Rule
Line 297: Line 412:
 
;Sibling Rule
 
;Sibling Rule
 
:Two rules are “siblings” of each other if they are both direct subrules of the same 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. Mortals 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
 
;Story Post
Line 306: Line 427:
 
;Subrule
 
;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.
 
: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
 
;Vote
Line 311: Line 436:
  
 
;Voting Icons
 
;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.
+
:For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
  
 
;Week
 
;Week
Line 317: Line 442:
  
 
;Weekly Action
 
;Weekly Action
:If a game action is a Weekly Action, each Cook 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 Mortal 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 Cook per week.  
+
:A Weekly Communal action is a Weekly Action that can only be performed by one Mortal per week.  
  
 
;Wiki
 
;Wiki
Line 327: Line 452:
 
== 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 Cook 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.
+
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 Mortal 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.
  
If no Cook has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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 only be removed as allowed by the Ruleset.
 +
An official post may be altered by its author if it is less than two hours old and either no Mortal 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 exception: 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.
+
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 Mortal 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 Mortal is defined as a Mortal who has been a Mortal for fewer than seven days or a Mortal 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 Cook may update any Cook'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 Mortal may update any Mortal's data via the GNDT, whenever the Ruleset permits it.
  
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions 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 Cook 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 Mortal’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 Mortal may correct the GNDT to comply with the Gamestate.
  
If a Cook 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, Cooks are encouraged to raise a Call for Judgement instead.
+
If a Mortal 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, Mortals are encouraged to raise a Call for Judgement instead.
Cooks shall be assigned a password for the GNDT when they join the Nomic.
+
Mortals shall be assigned a password for the GNDT when they join the Nomic.
  
 
=== Random Generators ===
 
=== Random Generators ===
Line 346: Line 472:
 
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
 
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
* The VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.
 
  
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Cook 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 Mortal 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 Mortal making this determination may do so using a private method of their choosing, instead of the GNDT.
  
 
==Clarifications==
 
==Clarifications==
Line 356: Line 483:
 
* 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 Cooks to transfer a numeric value only allows them to transfer that value from themselves to another Cook (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 Mortals to transfer a numeric value only allows them to transfer that value from themselves to another Mortal (of their choice unless otherwise stated).
* A Cook 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 Mortal who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
 
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
* If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified.
 
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
 
* Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 
* Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 +
*DICEN cannot be rolled in the GNDT if N is 22 or more digits long.
  
 
===Rules and Proposals===
 
===Rules and Proposals===
Line 369: Line 496:
 
* 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 a rule would ever have no name, it is instead named “Unnamed Rule”.
+
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Mortal 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.
* The names of rules are not themselves rule text and have no effect other than being rule names.
 
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Cook 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 377: Line 502:
 
* All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
 
* All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
 
* Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.
 
* Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.
 +
* A Mortal may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
  
 
===Spelling===
 
===Spelling===
Line 382: Line 508:
  
 
===Names===
 
===Names===
* Within the ruleset, a word only refers to the name of a Cook if it is explicitly stated that it refers to a Cook's name.
+
* Within the ruleset, a word only refers to the name of a Mortal if it is explicitly stated that it refers to a Mortal'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===
 
===Prioritisation===
Line 388: Line 518:
 
# 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 “Cooks may Kick each other” and “Cooks may not kick each other on Tuesdays” exist, and it is Tuesday, Cooks 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 “Mortals may Kick each other” and “Mortals may not kick each other on Tuesdays” exist, and it is Tuesday, Mortals may not Kick each other.)
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Cooks may Punch a Spaceman on Friday” and “Cooks may not Punch Spacemen on Friday”, then Cooks may not Punch Spacemen on Friday.)
+
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Mortals may Punch a Spaceman on Friday” and “Mortals may not Punch Spacemen on Friday”, then Mortals 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.
  
 
</div>
 
</div>

Revision as of 17:48, 17 August 2018

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Mortals 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.

Mortals 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 Mortal may update it to do so.

Mortals

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

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

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

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

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

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

An Admin may render a Mortal Idle if that Mortal has asked to become Idle in an entry or comment from the past four days, or if that Mortal 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 Mortal if that Mortal 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 Mortal who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.

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

Idle Admins can enact and fail Votable Matters.

Dynasties

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

Votable Matters

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

Votes

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

If a Mortal other than the Immortal casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Immortal. When the Immortal 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 Immortal'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 Mortals who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and it is not Popular.

Enacting and Failing

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

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

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

Proposals

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

Special Proposal Voting

When a Mortal 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 Immortal may use VETO as a voting icon to cast a Vote on a proposal; when the Immortal casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Immortal 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 Mortals actively disagree as to the interpretation of the Ruleset, or if a Mortal feels that an aspect of the game needs urgent attention, then any Mortal 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 Mortal (other than the Immortal) 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 “Mortals”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

Every Mortal 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 Immortal 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 Mortal who made the DoV as its Immortal. That Mortal may pass this role to another Mortal at this point by making a post to that effect, if they wish. The Hiatus continues until the new Immortal makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Immortal's chosen theme for the new Dynasty, and may optionally specify that the terms Mortal and Immortal 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 Mortal 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 Mortal'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 Mortal within BlogNomic, and should announce publicly if they control both a non-Idle Mortal and any Idle Mortals.
  • A Mortal 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 Mortal should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Mortal should not edit their own blog comments once posted, nor those of any other Mortal.
  • A Mortal should not edit the "Entry Date" field of a blog post.
  • A Mortal should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Mortal 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 Mortal 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.
  • A Mortal should not deliberately and unreasonably prolong the performance of a game action once they have started it.

Dynastic Rules

Status

Mortals have the following stats tracked in the GNDT. Parenthesis indicate what they can be notated as in the GNDT and elsewhere.
Immortality Points (IP) which defaults to 1.
Health Points (HP) which defaults to 50.
Time (in years), which defaults to 0.
Age (in years) which defaults to 0.
Energy Points (EP) which defaults to 10.
Role, which is tracked in the GNDT, defaults to mystic, and may be either warrior, scholar, mystic, or laborer.
Karma (K), which defaults to 3.
Court, which represents a mortal’s location and culture. It defaults to river, and may be desert, mountain, jungle, island, artic, or river
Binding, which may be a court, role, another mortal, or none. none is the default binding, and may be written as ‘-’.



A Mortal with 0 HP is dead and cannot take any Dynastic actions. Mortals with an Age greater than or equal to 50 and less EP than their Age divided by 10 are considered weakened. A weakened Mortal cannot take any Dynastic actions except for ones which increase their EP.

A Mortal may spend an amount of EP to add half of the spent amount to a Mortal with the same court as them.

When a mortal increases their time by X years, they are said to have “aged X years”. A mortal may not take an action which would increase their time beyond 40 years.

A mortal with a binding may be said to be bound to its binding. A mortal bound to a different mortal who goes inactive gains a binding of none.

A mortal who in the past has had an age of 1,000 years or more is considered an “old soul”.

Reincarnation

When a Mortal is Reincarnated, the following happens in order:

  • If their IP is greater than 10, set it to 10. If it is less than 10 increase it by 1.
  • Their HP is set to default, plus 20 if they are a warrior.
  • Their EP is halved, rounded up.
  • Their Age is set to default.
  • A role with a minimum Karma less than or equal to a Mortal’s Karma is a Fate of that Mortal. Their role is set to a random choice among their Fates.
  • Their court is changed to a random value.
  • Their court is changed to their binding, if a court. Their role is changed to their binding, if a role. Their court and role are changed to that of their binding, if a mortal.
  • The minimum Karma of their new Role, minus 1, is subtracted from their Karma. If their karma is now 0, set their binding to none.

Roles

Each Mortal has a Role, defaulting to Mystic. Each Role has a minimum Karma and a Role action. A Mortal may take the Role action corresponding to their current Role. Possible Roles are: (specified as “Role (minimum Karma) - Role action”)

  • Laborer(0) - Decrease your EP and HP by 1 to age 1 year.
  • Warrior(5) - Age 30 years, decrease your EP and HP by 10 to gain 1 IP.
  • Scholar(5) - Age 50 years to gain 1 IP.
  • Mystic(3) - Spend 50 EP to gain 1 IP.

Time Reaper

If no Reaping has occurred in the previous 23 hours, any Mortal or the Immortal may perform a Reaping. Reaping is an atomic action with the following steps, with “The Reaper” being the action’s performer:

  • If a quorum of Mortals are Scholars, advance to the next Era.
  • Every Mortal’s Age is increased by 20 or by their Time, whichever is greater, and their time then set to 0
  • The Reaper rolls a DICE50 for every Mortal with an Age above 50; if their Age is greater than or equal to 50 plus the die result, that Mortal has their HP set to zero.
  • For each Mortal that is dead, add a Dead Body to the Place they occupy, if they are in a place, and then set their place to default.
  • Reincarnate each dead Mortal.
  • Make a blog post summarizing the effects of the Reaping.

History

The world of the Mortals has an Era, tracked in the Immortal's "Age" field in the GNDT by its three-letter abbreviation. It defaults to the Era of Magic.

The Eras are, in chronological sequence:-

  • Era of Magic (MAG)
  • Era of Exploration (EXP)
  • Renaissance (REN)
  • Industrial Era (IND)
  • Era of Technology (TEC)
  • Digital Era (DIG)
  • Space Era (SPA)

When a rule requires that the game advance to the next Era, the Era becomes the one after the current Era in the list above (or remains the same if it is the Space Era), and all Scholars become Laborers as their knowledge becomes obsolete.

Travel

A Mortal may change their court to any other court by increasing their time by the travel cost of the current Era. The travel costs are listed below, in the format [Era Abbreviation]:[Era Travel Cost]

  • MAG:20
  • EXP:10
  • REN:5
  • IND:3
  • TEC:2
  • DIG:1
  • SPA:0

Artifacts

An artifact tracks its name, its soul, its court, its effects, its type, its era, and its accessors.

A mystic may spend 500 divided by the current Era’s Travel Cost EP (or 5, whatever is larger) to create an artifact and add the artifact to the Artifact List subrule.

A scholar may spend 20 times the current Era’s Travel Cost EP to create an artifact and add the artifact to the Artifact List subrule.

The artifact’s soul is the mortal who creates the artifact.

The artifact’s era is the current era at the time it was created.

The artifact’s court is the court of its soul at the time it was created.

The artifact’s type is the role of its soul at the time it was created.

The artifact’s name is chosen from among the following list, and is chosen so that the combination of all attributes is unique: Elixir, Manuscript, Codex, Process, Rite, Ceremony, Ritual, Figurine, Potion, Procedure, Mystery, Dagger, Bowl, Experiment, Relic, Altar, Document, Secret, Drug, Monolith, Monastery, Temple, Tomb, Crypt and Spell.

Artifacts are tracked in a bulleted list in the subrule “Artifact List”.

An artifact’s accessors is a list of mortals. Mortals in an artifact’s accessors are said to have access to the artifact. When a mortal gains access to an artifact, they are added to that artifact’s list of accessors.

an artifact’s effects must be chosen from the Artifact Effects subrule, and have a total score of 0 or less. The number of effects must be less than or equal to the IP of the creator.

An artifact effect has a name, a score, and a body. They are listed in a bulleted list under the subrule “Artifact Effects” They are written name(score):body

When a mortal uses an artifact, they follow the instructions in the body of each effect listed in the artifact, and in the order listed on the artifact.


Artifact List

Artifact Effects


Bonding Time (-1): Age 20 years
Injury (-1): reduce HP by 30
Power Requirement (-1): reduce EP by 10
Death (-3): set your HP to 0
Bind Scholar (1): set your binding to scholar
Bind Mystic (1): set your binding to mystic
Bind Warrior (1): set your binding to warrior
Bind Laborer (1): set your binding to Laborer
Bind Court (1): set your binding to the court of the artifact
Bind Role (2): set your binding to any role
Bind Soul (1): set your binding to that of a soul with the same court as you
Bind To Legend (2): set your binding to that of any soul
Youth (1): reduce your age by 15 years
Healing (1): increase your HP by 20
Power (1): increase your EP by 5
Strengthen Soul (3): increase your IP by 1

Actions

A Mortal may take any of the following actions:

Meditate
Age 10 years and increase your EP by 2^X, where X is the number of artifacts with a type of mystic you have access to. Mystics gain an additional 2 EP.
Search
Age 5 years to gain access an artifact with the same court as you no other mortal has access to. Scholars may instead age 2 years.
Steal
reduce your HP by 20 and gain access to an artifact with the same court as you that is accessed by a mortal with few HP than you. They no longer have access to the artifact. Warriors may instead reduce their HP by 10.
Serve
Age 10 years and increase your Karma by 1.
Activate
Use an artifact you have access to.
Move
leave the place you are currently in or if you are not in a place, enter a place that is within your court.

Places

A Court may contain 0 or more places. A place is a specific location within a given court. A mortal tracks what place they are in, if any, by having the name of the place in parenthesis in the Court column of the GNDT after the Mortal's court. A Mortal that is not in a place may omit the parenthesis in the GNDT. A Mortal's place defaults to not being in a place.

A place has a name which is unique to all other places in the ruleset, an enter effect that happens when a mortal enters the place, a leave effect that happens when a mortal leaves the place and a list of items which are tracked in a comma delineated list enclosed in curly braces. An effect which changes a mortal's stats only affects the mortal entering or leaving. A place is written as "name: enter effect: leave effect {item list}", and the item list and curly braces can be omitted if no items are in that particular place.

A list of places are in the following list, where each subrule is the name of the court which that place exists.

Artic

Iceburg: decrease EP by 1: change your binding to Artic

Island

Beach: increase your Time by 10: decrease your Age by 5

Jungle

Canopy: decrease EP by 2: gain 5 HP

Mountain

Trail: decrease EP by 2 and increase Time by 2: gain 10 HP

River

Bank: increase your Time by 5: gain 2 EP

Items

The following is a list of items and their descriptions

  • Dead Body -- a Mortal's body takes a long time to decay even if they're currently unoccupied.


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 Mortal.

Atomic Actions [Active]

When a Mortal 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. All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Actions that is itself a step of a parent Atomic Action.

If one or more steps of an Atomic Action were done incorrectly, the Mortal must redo the Atomic Action. In redoing an Atomic Action, the Mortal 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 Mortal 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 Mortal a point and the rest do nothing and the Mortal 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.

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 Mortals, 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 Mortal may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Imperial Deferentials [Active]

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

Dynastic Distance [Active]

For the purposes of dynastic rules which do not deal with voting, The Immortal is not a Mortal.

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 Mortals.
Daily Action
If a game action is a Daily Action, each Mortal 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 Mortal 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 Mortal’s Effective Vote Comment with respect to a given Votable Matter means that Mortal’s Comment to that Votable Matter, if any, that contains that Mortal’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Mortal 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 Mortals is half the number of Mortals in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Mortals it is referring to, it is referring to a Quorum of all Mortals.
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. Mortals 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, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Mortal 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 Mortal 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 Mortal may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise.

An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than two hours old and either no Mortal 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 Mortal 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 Mortal is defined as a Mortal who has been a Mortal for fewer than seven days or a Mortal 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 Mortal may update any Mortal'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 Mortal’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 Mortal may correct the GNDT to comply with the Gamestate.

If a Mortal 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, Mortals are encouraged to raise a Call for Judgement instead. Mortals 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 Mortal 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 Mortal 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 Mortals to transfer a numeric value only allows them to transfer that value from themselves to another Mortal (of their choice unless otherwise stated).
  • A Mortal 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, Mortal 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.
  • A Mortal may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

Spelling

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

Names

  • Within the ruleset, a word only refers to the name of a Mortal if it is explicitly stated that it refers to a Mortal'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 “Mortals may Kick each other” and “Mortals may not kick each other on Tuesdays” exist, and it is Tuesday, Mortals may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Mortals may Punch a Spaceman on Friday” and “Mortals may not Punch Spacemen on Friday”, then Mortals 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.