Difference between revisions of "Ruleset"

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(Enacted Custom Door Knockers)
(→‎The Plan: a Busted Plan is removed during a Burglary)
 
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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Barons shall obey it.
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This is the '''Ruleset''' for BlogNomic; all Thieves shall obey it.
  
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.
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It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.
  
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
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The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
  
If the Ruleset does not properly reflect all legal changes that have been made to it, any Baron may update it to do so.
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If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Thief may update it to do so.
  
== Barons ==
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The gamestate tracking page for this dynasty is the [[The Garret]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Baron may make a blog post making clear their wish to be a Baron (plural form Barons); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Baron.
 
  
A Baron may only change their name as a result of a Proposal approving the change.
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== Thieves ==
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A human with access to the blog who is not already a Thief may make a blog post making clear their wish to be a Thief (plural form Thieves); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Thief. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
Some Barons are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Barons who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.
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A Thief may only change their name as a result of a Proposal approving the change.
  
===Idle Barons===
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Some Thieves are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Thieves who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. Thieves may be made Admins through Proposal or CFJ.
  
If a Baron is Idle, this is tracked by their name being removed or concealed in the list of currently active Barons in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Barons”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Barons are not counted as Barons. The combined term “Idle Baron” can be used to refer to Barons who are Idle even in rules that do not treat them as Barons.
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A Thief may cease to be a Thief at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Thief in this way may not become a Thief again within the following two weeks.
  
If a Proposal contains a provision that targets a specifically named Idle Baron, then that Idle Baron is considered to be Unidle solely for the purposes of enacting that specific provision.
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===Idle Thieves ===
  
When a Baron 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 Baron Idled in a different Dynasty), the Baron is given the default value for new Barons, if such a value exists.
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If a Thief is Idle, this is tracked by their name being removed or concealed in the list of currently active Thieves in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Thieves ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Thieves are not counted as Thieves . The combined term “Idle Thief” can be used to refer to Thieves who are Idle even in rules that do not treat them as Thieves.
  
An Admin may render a Baron Idle if that Baron has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Baron has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post. 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 Baron if that Baron is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Baron who would be Unidled asked to become (or rendered themselves) Idle within the past 96 hours (4 days), and within the current Dynasty.
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If a Proposal contains a provision that targets a specifically named Idle Thief, then that Idle Thief is considered to be Unidle solely for the purposes of enacting that specific provision.
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When a Thief is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Thief Idled in a different Dynasty), the Thief is given the default value for new Thieves, if such a value exists.
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An Admin may render a Thief Idle if that Thief has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Thief has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Thief during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Thief if that Thief is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Thief who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
  
 
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.
 
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.
  
Idle admins can resolve Votable Matters as if they were not idle.
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Idle admins can resolve Votable Matters as a non-idle admin would.
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 +
===Dormancy===
 +
If there are fewer than four Thieves (not including the City), then BlogNomic is on Hiatus.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Baron, known as the Demon King. If there is no Demon King, the Dynasty is a Metadynasty.
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BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Thief, known as the City. If there is no City, the Dynasty is a Metadynasty.
  
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Baron may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Thief may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the City is not a Thief.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Barons may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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A '''Votable Matter''' is a post which Thieves may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Baron 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 Baron’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-Baron never has a Vote, even if they were a Baron previously and had cast a valid Vote.
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Each Thief may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Thief's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Thief never has a Vote, even if they were a Thief previously and had cast a valid Vote.
  
If a Baron other than the Demon King casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Demon King. When the Demon King has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Demon King's Vote for the purposes of other rules unless otherwise specified.
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If a Thief other than the City casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City. When the City 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 City's Vote for the purposes of other rules unless otherwise specified. When the City themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
 
* It has a number of FOR Votes that exceed or equal Quorum.
 
* It has a number of FOR Votes that exceed or equal Quorum.
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.
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* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.  
  
 
A Votable Matter is '''Unpopular''' if any of the following are true:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of Barons who are not voting AGAINST it is less than Quorum.
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* The number of Thieves who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours and it is not Popular.
 
* It has been open for voting for at least 48 hours and it is not Popular.
  
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===Tags===
 
===Tags===
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Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).
  
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag). Votable Matters require the “[Core]” tag in order to make changes to the Core Rules, the “[Special Case]” tag in order to make changes to the Special Case Rules, and the “[Appendix]” tag in order to make changes to the Appendix Rules. Votable Matters other than [[#Victory and Ascension|DoVs]] require the “[Victory]” tag in order to grant victory to a Baron.
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Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
 
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* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:
 
 
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
 
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
 
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
 
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
 
== Proposals ==
 
== Proposals ==
Any Baron may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Baron already has 2 Proposals pending or has already made 3 Proposals that day).
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Any Thief may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Thief already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a Baron casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Demon King may use VETO as a voting icon to cast a Vote on a Proposal; when the Demon King casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Demon King later changes their Vote.
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When a Thief casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The City may use VETO as a voting icon to cast a Vote on a Proposal; when the City casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
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If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.
 
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.
  
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.
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When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Thief A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Barons actively disagree as to the interpretation of the Ruleset, or if a Baron feels that an aspect of the game needs urgent attention, then any Baron may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
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If two or more Thieves actively disagree as to the interpretation of the Ruleset, or if a Thief feels that an aspect of the game needs urgent attention, then any Thief may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
  
 
A Pending CfJ may be Enacted by any Admin if all of the following are true:
 
A Pending CfJ may be Enacted by any Admin if all of the following are true:
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== Victory and Ascension ==
 
== Victory and Ascension ==
  
If a Baron (other than the Demon King) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
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If a Thief (other than the City) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
  
A Baron’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]].
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A Thief's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Thief may be made unidle, and no new player joining requests may be administered.
  
 
A Pending DoV may be Enacted by any Admin if any of the following are true:
 
A Pending DoV may be Enacted by any Admin if any of the following are true:
  
* It has a number of FOR Votes greater than 2/3rds of the number of Barons, it has been open for at least 12 hours, and either the Demon King has Voted FOR it or it has no AGAINST Votes.
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* It has a number of FOR Votes greater than 2/3rds of the number of Thieves, it has been open for at least 12 hours, and either the City has Voted FOR it or it has no AGAINST Votes.
* It has a number of FOR Votes greater than 2/3rds of the number of Barons, and it has been open for at least 24 hours.
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* It has a number of FOR Votes greater than 2/3rds of the number of Thieves, and it has been open for at least 24 hours.
  
 
A Pending DoV may be Failed by any Admin if any of the following are true:
 
A Pending DoV may be Failed by any Admin if any of the following are true:
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* It is more than 48 hours old and cannot be Enacted
 
* It is more than 48 hours old and cannot be Enacted
  
If a DoV is Failed and it had at least one AGAINST vote, the Baron who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
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If a DoV is Failed and it had at least one AGAINST vote, the Thief who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
  
When a DoV is Enacted, all other pending DoVs are Failed, the Baron who posted the DoV becomes Demon King, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
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When a DoV is Enacted, all other pending DoVs are Failed, the Thief who posted the DoV becomes City, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
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If the game is in an Interregnum then the new City must either Pass the Mantle (by making a post naming a Thief who was not the last dynasty’s City, in which case the passing Thief ceases to be the City and the Thief so named becomes the City) or start a new dynasty by completing the following Atomic Action:
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* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
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* Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
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* Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
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* Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
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* Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the City is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].</blockquote>
  
If the game is in an Interregnum then the new Demon King must either Pass the Mantle (by making a post naming a Baron who was not the last dynasty’s Demon King, in which case the passing Baron ceases to be the Demon King and the Baron so named becomes the Demon King) or start a new dynasty by completing the following Atomic Action:
 
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Demon King's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
 
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
 
  
 
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
 
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
  
 
== Fair Play ==
 
== Fair Play ==
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Baron’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. Barons should vote against any DoV that relies on having broken a fair play rule.
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The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Thief's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Thieves should vote against any DoV that relies on having broken a fair play rule.
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* A single person should not control more than one non-Idle Thief within BlogNomic, and should announce publicly if they control both a non-Idle Thief and any Idle Thieves. This extends to exerting full control over the actions of another Thief, defined here as the controlled Thief's game behavior being functionally indistinguishable from if the controlling Thief was logged into their account and playing through it, over a period of more than a day.
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* A Thief should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
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* A Thief should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
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* A Thief should not edit their own blog comments once posted, nor those of any other Thief.
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* A Thief should not edit the “Entry Date” field of a blog post.
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* A Thief should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Thief should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
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* A Thief should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Thief must use their own name in the Dice Roller, when rolling dice.
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* A Thief should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Thief should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Thief to achieve victory.
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* A Thief should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
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*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Thief or Thieves to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
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**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
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**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.
  
* A single person should not control more than one non-Idle Baron within BlogNomic, and should announce publicly if they control both a non-Idle Baron and any Idle Barons. This extends to exerting full control over the actions of another Baron, defined here as the controlled Baron’s game behavior being functionally indistinguishable from if the controlling Baron was logged into their account and playing through it, over a period of more than a day.
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All Thieves and idle Thieves should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Thieves are encouraged to commit to upholding them to whatever extent is possible.
* A Baron 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 Baron should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
 
* A Baron should not edit their own blog comments once posted, nor those of any other Baron.
 
* A Baron should not edit the “Entry Date” field of a blog post.
 
* A Baron should not make a DoV primarily to delay the game by putting it into Hiatus.
 
* A Baron 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 Baron should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Baron must use their own name in the Dice Roller, when rolling dice.
 
* A Baron should not deliberately and unreasonably prolong the performance of a game action once they have started it.
 
* A Baron should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Baron to achieve victory.
 
* A Baron should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.
 
  
All Barons and idle Barons should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Barons are encouraged to commit to upholding them to whatever extent is possible.
 
 
</div>
 
</div>
  
 
= Dynastic Rules =
 
= Dynastic Rules =
  
== Stockpiles ==
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==The Thieves==
Each Baron has a publicly tracked Personal Resources Stockpile, which contains a list of Resources (defaulting to empty). A publicly tracked Resources Stockpile also exists which nominally belongs to the Demon King and which can be referred to as the Dungeon Stockpile. It contains a list of Resources (defaulting to empty). For ease of use, resources of the same type and subtype (if they have one) may be grouped together in stockpiles in the form “[Resource] x Y”, where Y is the number of copies of that resource that are being grouped together into that single list item.
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Each Thief has a number of Florins, an inventory list of Possessions, and a Notoriety Level. These are publicly tracked.
 
 
If a Resource is gained by a Baron and no location is given for it to go to, or if a resource the Baron owns ceases to be in any legal location then the Baron must choose where to put it out of all legal locations for it that are available to them. If there is no legal location for the resource then it is lost. If a rule states that a Resource is removed but does not say where the resource must go afterwards, it is instead removed from the game entirely.
 
  
=== Taxes ===
+
If something is defined as a Street Action, a Thief can perform that action if they have not already done so since the most recent Haul post was posted.
Any time a Baron would gain any amount of resources, those resources are subject to Tax: one quarter of those resources (rounded up) and are instead added to the Dungeon Stockpile; the Baron chooses which of their newly gained resources are to be transferred into the Dungeon Stockpile. This Tax is applied collectively to all of the Resources gained by that Baron at that one time, rather than per type of Resource. If the Baron gains resources multiple times in a single atomic action, these gains are all considered to be simultaneous for the purposes of calculating the Tax.
 
  
Taxes are not applied to a resource that a Baron loses then regains in the same action, or if they move the resource to another location they control.
+
===Injury===
  
== Stations ==
+
Each Thief has a list of publicly-tracked Injuries, from the following possibilities, some having an Effect to those who suffer them:
Each Baron has a quantity of Attention which represents how many migrants they can directly manage to work their Stations. It is a non-negative integer and defaults to 3.
 
  
There exist a number of Stations, which are listed in this rule. At any time, a Baron can change the allocation of their Attention to the various Stations, provided that the amount of Attention allocated to all Stations does not exceed their total amount of Attention, nor the number of non-working Migrants they own. (Exception: Attention allocated to the Immigration Station and to the Concentration Station is ignored when calculating how many non-working Migrants are required here).
 
 
 
Each Station has an Effect. As a Labour Action, a Baron may Labour; when a Baron Labours they gain the Effect of each Station a number of times equal to the amount of Attention that they have in that Station. Any Resources gained through a Station effect go to the acting Baron’s Personal Resources Stockpile.
 
 
The currently-available Stations are as follows:
 
 
{| class="wikitable"
 
{| class="wikitable"
|+ Stations
+
! Injury || Effect
! Name || Effect
 
|-
 
| Immigration Station || The Baron gains 1 Migrant; they may choose to gain either an Unsettled Migrant from the Dungeon Stockpile, if one is available, or a new Migrant with a randomly-generated non-NPC Species.
 
|-
 
| Exploitation Station || The Baron chooses one of Stone (uncut), Wood(log), Coal, Iron Ore, or Reed Bundle. They gain 4 Resources of that Type and Subtype.
 
|-
 
| Calcination Station || The Baron loses 4 Coal or Wood and 4 Iron Ore to gain 4 Iron (bar).
 
 
|-
 
|-
| Ablation Station || The Baron grinds 4 Stone (uncut) in their Personal Stockpile to 4 Stone (cut).
+
| Body || None.
 
|-
 
|-
| Separation Station || The Baron separates 4 Wood (log) in their Personal Stockpile, yielding 8 Wood (chopped).
+
| Foot || If your Plan is Scout or Leap during a Health Check, it is set to Rest.
 
|-
 
|-
| Two-dimensionalisation Station || The Baron flattens 4 Iron (bar) in their personal Stockpile, yielding 4 Iron (plate).
+
| Hand || If your Plan is Standard, Pocket or Scout during a Health Check, it is set to Rest.
 
|-
 
|-
| Paper-weaving Station || The Baron weaves 8 Reed Bundles into 4 Paper in their Personal Stockpile.
+
| Head || You may not take dynastic actions. Your Plan is always set to Rest during a Health Check.
 
|}
 
|}
  
== Labour ==
+
==Possessions==
Some actions are referred to as Labour Actions; these are all Atomic Actions that any Baron is able to perform, but the effect scales according to how long it is since their last Labour Action. The date and time that a Baron last performed a Labour Action is a publicly tracked value, and defaults to 23:59 on the 1st of September 2022 (representing that they have been accumulating Labour Actions since the start of the dynasty whether present or not).
+
The following types of Possession exist, each with a Value and some having corresponding Effects:-
 
 
When a Baron performs a Labour Action:
 
*If any Labour Actions have been performed that day by that Baron, or if they have performed any Labour Actions in the last 10 hours, then it is not legal to perform the action.
 
*Otherwise they gain the effect of that particular Labour Action once, and then gain it an additional time for every full 24 hours it has been since the midnight after the date and time they last performed a Labour Action (as per the tracked value) up to a maximum of 8 additional times (i.e. 9 total).
 
 
 
== Demographics ==
 
There are a number of Monster Species (or just Species for short) which are publicly tracked, each which has a distinct name that is flavour text. Each Monster Species also has a publicly tracked Classification that they belong to, which has a distinct name that is flavour text and cannot be the same as the name of a Monster Species. Any number of Species may belong to a given Classification. Species in the Alien or Royal Classifications are NPC Species.
 
 
 
Each Baron has up to one species that they belong to, which is publicly tracked. At any time, a Baron with no Species may set their species to be an existing non-NPC Monster Species, or they may instead add a new Species to a (new or existing) non-NPC Classification and set their Species to that.
 
  
=== Attributes ===
+
{| class="wikitable sortable"
There exist a number of Attributes, each of which represent a fundamental quality a living being can have. Each Monster Species has an Affinity for every Attribute, which is one of “Amazing”, “Good”, “Average”, or “Bad” and defaults to “Bad”. These can be interpreted numerically as 4, 2, 1 and 0 respectively. A Species’ Affinity for an Attribute represents its natural disposition towards that Attribute. The table of all Attributes and their corresponding Affinities can be found below:
 
 
 
{| class="wikitable"
 
|+ Affinities
 
! Species || Resilience || Power || Quickness || Sneakiness || Sociability || Smarts
 
 
|-
 
|-
| Demon || Amazing || Amazing || Amazing || Amazing || Amazing || Amazing
+
! Possession !! Value !! Effect
 
|-
 
|-
| Goblin || Bad || Bad || Average || Good || Average || Amazing
+
| Lockpick || 1 || -
 
|-
 
|-
| Minotaur || Good || Amazing || Good || Bad || Bad || Bad
+
| Candlestick || 3 || -
 
|-
 
|-
| Ghost || Good || Bad || Bad || Amazing || Average || Average
+
| Gold Ring || 7 || -
 
|-
 
|-
| Vampire || Good || Average || Average || Average || Good || Average
+
| Unappraised Gem || DICE10 || -
 
|-
 
|-
| Slime || Good || Average || Average || Good || Good || Bad
+
| Cloak || 1 || The Eavesdrop Plan gains you 1 Notoriety instead of 2
 
|-
 
|-
| Mimic || Good || Average || Bad || Amazing || Average || Bad
+
| Glove || 1 || The Pocket Plan gives you 1DICE3 Florins instead of 1 Florin
 
|-
 
|-
| Imp || Bad || Bad || Average || Average || Amazing || Good
+
| Helm || 3 || If you would acquire a Head Injury, you instead do not
 
|-
 
|-
| Elemental || Good || Amazing || Average || Bad || Bad || Average
+
| Loupe || 2 || You may gain 3 additional Florins when selling an Unappraised Gem
|-
 
| Wyvern || Good || Good || Amazing || Bad || Bad || Bad
 
|-
 
| Phoenix || Amazing || Average || Good || Bad || Bad || Average
 
|-
 
| Elf || Average || Average || Good || Good || Average || Average
 
|-
 
| Man || Bad || Bad || Bad || Bad || Amazing || Amazing
 
 
|}
 
|}
  
When a new Species is created, an entry for it is added to this table. If a Species ever has all its Affinities set to “Bad”, the Demon King should set thematically appropriate values for its Affinities, ensuring the Affinities of the new Species sum to 8 when they are done.
+
At any time a Thief may take an atomic action known as Selling by performing the following steps:
 +
* Identify a Possession in their own Inventory
 +
* Gain Florins and Notoriety equal to its Value
 +
* Perform a Notoriety Check
 +
* In either case, remove the identified possession from their own inventory
  
== Resources ==
+
===Containers===
There exists Resources, with each type having a distinct name which is flavour text. Resources may also have a subtype, with subtypes of a Resource having distinct names with respect to the other subtypes of that resource. Resources of a given subtype have their name suffixed by that subtype’s name in brackets (e.g. “Food (Rations)” ). If a rule declares that a resource may be used for some purpose but does not specify subtype, then resources of that type with any subtype may be used for that purpose. A Baron is considered to own a resource if that resource is in their stockpile or in any infrastructure in their keep that can contain that resource, or if the resource is required to be placed in one of those locations.
+
Each Thief may have a number of Pouches.
  
Only items defined as resources by this rule and its subrules may be considered resources. Likewise, a resource may only have a subtype if this rule or its subrules list that as an available subtype for that resource. The following is a list of the different types of resources, with each available subtype (if any) for each type listed in parentheses following the resource:
+
A Pouch is a Possession that is used to contain Florins. Each individual Pouch is unique, and must have a name of “X Pouch” (where X is a Pouch Style, or two different Pouch Styles separated by a space) that is not the name of a Pouch currently in any Thief’s inventory. The value of a Pouch is equal to the number of Florins used to create it and must be greater than 0; the value of each individual Pouch is privately tracked by the City. All Pouches have no effect.
*Wood (Log), (Chopped)
 
*Stone (Uncut), (Cut)
 
*Coal
 
*Iron Ore
 
*Iron (Bar), (Plate)
 
*Reed Bundle
 
*Paper
 
  
=== Migrants ===
+
As a Street Action, a Thief may Sort their Pouches. Sorting Pouches is an atomic action with the following steps:
There exists a kind of Resource called a Migrant. Each individual Migrant must have a subtype, and that subtype must be one of the publicly tracked Monster Species as defined in the rule Demographics.
+
* Destroy all of their existing Pouches by removing them from their inventory, and gaining Florins equal to their value;
 +
* Create 1 to 4 new Pouches in their inventory, spending any number (greater than zero) of Florins for each Pouch, and giving each Pouch a valid name and a valid Value, where the Value of each Pouch equals the number of Florins so spent to create it. These steps may be concatenated into a single wiki edit to obscure the precise sums allocated to each Pouch.
 +
* Send a personal message to the City detailing the Pouches destroyed and created, with the new values of the latter.
  
Any Migrant in a Stockpile is referred to as an Unsettled Migrant, and if a Baron would ever have more than 8 Unsettled Migrants, they must choose which of their Unsettled Migrants to move to the Inner Slum until they have 8 or less. No Royal Migrant may be an Unsettled Migrant, being placed in The Palace instead of whichever Stockpile they would otherwise occupy.
+
The Pouch Styles are: Amber, Auburn, Battered, Beige, Black, Brown, Buttoned, Cerise, Cloth, Concealed, Crimson, Dirty, Drab, Drawstring, Dusty, Embroidered, Fawn, Frayed, Grey, Hidden, Inkstained, Jute, Khaki, Leather, Mahogany, New, Ochre, Old, Patchwork, Quilted, Ragged, Red, Rough, Scarlet, Scuffed, Sequined, Shabby, Sheepskin, Slim, Small, Tan, Tattered, Threadbare, Torn, Ugly, Umber, Vermilion, Weathered, Worn and Yellow.
  
There exists the Accept Migrants Labour Action, which has the effect of adding two Migrants of any non-NPC Species to the Stockpile of the Baron performing the action. There is no obligation for the Migrants gained by this action to be the same species as each other. This action is not subject to being Taxed.
+
===Notoriety===
 +
Every Thief has a Level of Notoriety, which can be negative and defaults to -5. A Thief’s Level of Notoriety, Notoriety, and Notoriety Level are all considered to be synonymous with each other. Notoriety may never be higher than 50, and any action that would set Notoriety to a value above 50 instead sets it to 50. Likewise, Notoriety may never be lower than -50 and any action that would set Notoriety to a value below -50 instead sets it to -50.
  
==== Society ====
+
When a Thief performs a Notoriety Check, this is an atomic action performed by the following steps:
A Migrant may optionally have a Name, which is flavortext. Migrants’ names are tracked in curly brackets after their subtype and (if grouped together) quantity, for example “Migrant (goblin) {Larry}” or “Migrant (goblin) x3 {Larry, Curly}”. Migrants’ names follow the same restrictions as Baron’s names, and may not be the same as that of any Baron or idle Baron, any other Migrant, or the Demon King. Migrants default to not having a name. A Migrant with a name is Named, and one with no Name is Anonymous. The Demon King may assign a valid Name to any Anonymous Migrant at any time. Any Baron may assign a valid Name to an Anonymous Migrant in their Keep.
 
  
A Migrant may optionally have an Allegiance, which is the identity of a Human King, Baron, idle Baron or other Named Migrant. A Migrant with an Allegiance is Sworn, and one with no Allegiance is Independent. Migrants default to having no Allegiance. An Unsettled Migrant never has an Allegiance, and loses any existing Allegiance upon becoming Unsettled. Unless otherwise specified, an Allegiance is tracked as a possessive, for example “Bucky’s Migrant (imp)”, or as Independent for no Allegiance as in “Independent Migrant (imp)”. Default Allegiances need not be explicitly tracked.
+
* If their Notoriety is 0 or less, the check automatically succeeds and no further steps are taken for it
 +
* Roll a DICE(51-N) where N is their Notoriety. If result is 1 then check fails and 50% of their Florins, rounded up, are distributed evenly amongst all other Thieves, with any remaining Florins lost.
  
A Baron’s Allegiance is always to the Demon King, and this need not be explicitly tracked.
+
===The Black Market===
 +
As a Street Action, if a Possessions is listed on the table in the rule “Possessions” and has a constant value, a Thief may attempt to Acquire it from the Black Market by performing the following Atomic Action:
  
An entity’s Levy consists of all Migrants with an Allegiance to that entity, and all Migrants with an Allegiance to other Migrants in the entity’s Levy. A Baron or Human King owns all Migrants in their Levy regardless of where they are, as well as Migrants in their Stockpile (if applicable) and Independent Migrants in their Keep.
+
* Identify the Possession they which to Acquire
 +
* Increase their Notoriety by Three plus its Value
 +
* Perform a Notoriety Check
 +
* Roll a DICE 5, then set the identified Possession’s Black Market Price for this instance of the atomic action to be the result of that roll plus the identified Possession’s value.
 +
* If the Thief has at least the Black Market Price in Florins, reduce their Florins by the Black Market Price and add a copy of the identified possession to the Thief’s inventory.
  
A Baron may perform a Loyalty Check on a Named Independent Migrant in one of their Infrastructures. To do so, they randomly choose from {Lord, Power, Family, Friend}. If the result is “Lord” or “Power”, they set the Migrant’s Allegiance to themselves. If the result is Family, they must set the Migrant’s Allegiance to a valid value of the same Species if possible. If the result is Friend, they must set the Migrant’s Allegiance to another Named Migrant in their Keep if possible. No Baron may perform a Loyalty Check on the same Migrant twice.
+
==The Haul==
 +
The Haul contains a list of Possessions and a number of Florins.
  
=== Royal Gifts ===
+
If there is no pending Haul post, the City may perform the following atomic action, known as Burglary:-
There is a type of Resource called a Royal Gift. At any time, the Baron who owns a Royal Gift may change it to be a resource with any resource type and subtype of their choice. The transformation of the Royal Gift into any resource is not Taxed, and nor is the gaining of a Royal Gift by any means, although any other resources gained simultaneously are taxed where applicable. No Baron other than the Baron who owns a given Royal Gift is permitted to directly interact with that Royal Gift.
 
  
For the purposes of the rule Bounties, the Demon King adding a Resource to a Baron’s Stockpile is equivalent to “iterating the Bounty Reward Variable” when the Reward Variable is that Resource.
+
* Perform a Health Check
 +
* Set the Party Might to 0
 +
* Apply the Effect of each Thief’s plan (with the ‘you’ referring to the Thief whose plan it is)
 +
* For each Thief whose Plan is not Rest or Lay Low, reduce that Thief’s Arms by the amount most recently communicated Offer to a minimum of 0. Then increase the Party Might by the amount their Arms were reduced by.
 +
* If the Party Might is greater than or equal to Defense of the Current Target, apply the Loot of the Current Target
 +
* If the Party Might is less than the Defense of the Current Target, apply the Trap of the Current Target
 +
* Remove all Busted Plans from the table in The Plan
 +
* Make a blog post in the Story Post Votable Matter category, announcing the contents of the Haul and what each Thief’s plan was; this is known as a Haul post
  
=== Unique ===
+
===Distribution===
Some resources are denoted as unique. A Royal Gift cannot be transformed into a unique resource, and it is illegal for more than one of a given unique resource to exist at any one time.
+
A Thief may respond to a Haul post with a comment that includes a single suggested distribution of the contents of the Haul among one, some or all of the Thieves. Such responses must unambiguously identify where every element of the Haul’s contents would go. Alternatively, their comment may include clear request to punt the haul, but may not include both a request to punt and a distribution in the same comment. The most recent such response made by a Thief on a Haul post is known as their Proposition for that Haul. Where a Thief says in a comment on a Haul post that they “agree” with another Thief, and offers no distribution in the same comment, this is taken as a suggested distribution that matches the Proposition of the named Thief for that Haul, at the time of the comment (if such a Proposition exists).
  
=== Crowns ===
+
If a quorum of Free Thieves have posted equivalent Propositions on a Haul post, the City may perform the atomic action of Distributing it:-
There are seven Human Crowns, each of which are unique resources. They are: Plains Crown, Valley Crown, Forest Crown, Mountain Crown, Sea Crown, Desert Crown, Tundra Crown.
+
* If the common Proposition was a distribution, move the contents of the Haul to the Thieves in the manner specified by it
 +
* If the common Proposition was a request to punt, roll a DICEX where X is the current number of Florins in the Haul, then remove that many Florins from the Haul. Also for each Possession in the Haul, roll a DICE2 and if the result is a 1, remove it from the Haul.
 +
* For each Free Thief, if a quorum of Free Thieves included the string “Gaol X” in a comment on the Haul Post, where X is the name of that Thief, then that Thief is added to the Gaol.
 +
* For each Thief in Gaol, if a quorum of Free Thieves included the string “Free X” in a comment on the Haul Post, where X is the name of that Thief, then that Thief is removed from the Gaol.
 +
* For each Thief in Gaol, subtract 1 from their Time Served. If a Thief’s Time Served becomes 0, remove that Thief from the Gaol.
 +
* Perform the Action of the Hustle of each Thief, if there are any to perform, doing so by secretly randomly choosing the order of Thieves in which to process each Thief’s Hustle. Any gains or losses are in addition to the previous steps of this instance of this atomic action.
 +
* If there is a single Target for which a quorum of Free Thieves included the string “Raid X” in a comment on the Haul Post, where X is the name of a Target, then that Target becomes the Current Target. Otherwise the Current Target becomes Restaurant.
 +
* Change the status of the Haul post to enacted.
  
=== Engines ===
+
If a Haul post has been pending for at least 48 hours and a quorum of Free Thieves have not posted equivalent Propositions it, the City may perform the Distributing atomic action on it, treating the Common Proposition as a Request to Punt
There exist two types of Resources categorized as Engines: Catapults and Rams. Those that are in a Keep can be Activated under other rules.
 
  
When an Engine is Activated, the activator chooses Migrants hostile to Keep’s owner in the same location as the Engine to crew it for that activation. If multiple Engines are Activated simultaneously - different iterations of a Labour Action’s effect are not deemed simultaneous - they must use disjoint sets of Migrants as crew.
+
==The Plan==
  
A Ram cannot be crewed by more than four Migrants. When a Ram is Activated, it reduces the Hit Points of the Infrastructure in the next slot by four less than twice the total Power of its crew, with no effect if the total Power is two or less.
+
Each Thief has a Plan, which is privately tracked by the City and defaults to Standard. A Thief may change their plan at any time by privately messaging the City what they want their new plan to be
  
A Catapult must be crewed by exactly two Migrants with total Power 2 or more. When Activated, the activator moves a Stone from the Catapult’s location to another Infrastructure in the same Keep; if this can’t be done, the activation has no effect. That other Infrastructure loses 5 Hit Points, and loses additional Hit Points equal to five times the highest Smarts of the members of its crew.
+
Each Plan has a name, which is flavor text used to reference and track the plan, and an effect. The possible plans are tracked in the table below
  
== Keeps ==
+
{| class="wikitable sortable"
Each Keep has 8 publicly tracked and ordered slots. The first slot is the Exterior. The remaining slots may each contain up to one Infrastructure. If an Infrastructure’s effect contains the [Defensive] tag, it may only be placed in the second, third or fourth slot of a Keep.
+
! Name || Effect
 
+
|-
A Keep’s Exterior can hold an unlimited amount of Resources. Resources in a Keep’s Exterior are generally not considered to be owned by the owner of the Keep. A Keep is Besieged if its Exterior contains at least one Migrant that is hostile to the Keep’s owner.
+
| Standard || The City adds 1DICE3 Florins to the Haul. On a roll of 1, the City also adds a Possession to the Haul.
 
 
If an Infrastructure in a Keep contains no hostile Migrants, the Keep’s owner may place resources there from his Stockpile, although he must respect its Maximum Population. A Baron may freely transfer Migrants between Infrastructures in adjacent slots in his Keep that contain no hostile Migrants, again provided that he respects their Maximum Populations. Any Baron or Human King may move Migrants that are in both their Levy and either their non-Besieged Keep or a Slum to the Exterior of any Keep.
 
 
 
=== Infrastructure ===
 
There exist a number of different Infrastructures, each of which has a name (which is flavour text), a list of Resources representing its cost, an effect, an integer number of hit points, a non-negative integer maximum population, and a list of Migrants which occupy the Infrastructure. The number of Migrants in an Infrastructure’s list of Migrants can never exceed its maximum population. If an Infrastructure’s hit points would ever exceed their default value, they are instead set to their default value. At any time, a Baron may spend all the resources in an Infrastructure’s cost list from their personal Stockpile to Construct it by placing that Infrastructure in any unfilled slot in their Keep.
 
 
 
A Baron may move Migrants from their Stockpile to their Infrastructures, subject to those Infrastructures' maximum populations.
 
 
 
Some Infrastructures are denoted as Manned in their effect, and Manned Infrastructures are not considered to have an effect when they do not have a number of Migrants equal to their maximum population inside. A Manned Infrastructure which has Migrants equal to its maximum population is said to be Fully Staffed. If a Manned Infrastructure says it is Manned with an Attribute, Migrants with an affinity of “Bad” in that attribute are ignored for the purposes of working out if that Manned Infrastructure is Fully Staffed. All Migrants in a Manned Infrastructure are considered to be Working Migrants.
 
 
 
The list of all Infrastructure can be found below:
 
 
 
{| class="wikitable"
 
|+ Infrastructures
 
! Name || Cost || Effect || Default Hit Points || Maximum Population
 
 
|-
 
|-
| House || Wood (chopped) x 16, Stone (cut) x 8 || None. || 100 || 4
+
| Linger || You gain 2DICE2 Florins and 1 Notoriety
 
|-
 
|-
| Wall || Stone (cut) x 12, Iron (plate) x 20 || [Defensive] || 400 || 0
+
| Scout || You gain 3 Notoriety and the city adds 2DICE5 Florins to the Haul
 
|-
 
|-
| Mine || Wood (log) x 20 || Manned with Power. When the Baron who owns this Keep gains the Effect of the Exploitation Station, they gain an additional 2 resources of the same type and subtype as the resource chosen in the Effect, so long as the chosen resource is one of Stone (uncut), Coal, Iron Ore. || 200 || 2
+
| Eavesdrop || You gain 2 Notoriety and the city adds a Possession to the Haul
 
|-
 
|-
| Lumbermill || Stone (cut) x 16, Iron (bar) x 4 || Manned. When the Baron who owns this Keep gains the Effect of the Exploitation Station, they may gain an additional 2 Wood (Log) so long as the resource chosen in that Effect is Wood (Log). || 200 || 1
+
| Leap || You gain a random Injury and the City adds a Possession to the Haul
 
|-
 
|-
| Paper Press || Wood (chopped) x 12, Iron (Plate) x 2 || Manned. This Infrastructure permits the Baron to press 4 Reed Bundles into 8 Paper in their Personal Stockpile as the effect of using the Paper-weaving Station, rather than its normal effect. || 200 || 2
+
| Rest || You lose a random Injury if you have any
 
|-
 
|-
| Foreman’s Office || Stone (cut) x 16, Paper x 6 || Manned by Sociability. A Baron who owns Infrastructure has an Attention of 2 greater. || 200 || 1
+
| Lay Low || Reduce your Notoriety by 3
 
|-
 
|-
| Barrack || Stone (cut) x 21, Iron (Plate) x 3 || Whenever a Migrant moves out of this infrastructure into another entity’s as part of a Siege, that Migrant becomes Equipped.|| 250 || 3
+
| Unlock || If you have a Lockpick, the City adds 1DICE6 Florins and a Possession to the Haul, then you lose a Lockpick
 
|}
 
|}
  
== Neutral Ground ==
+
When the City is required to "add a Possession" to a Haul, it selects a random type of Possession from the table in the rule "Possessions" and adds one instance of it to the Haul.
“The Palace”, “Inner Slum” and “Outer Slum” are locations that can hold Migrants and other resources, whose contents are tracked separately from any Baron.
 
  
A Baron may expel a Migrant from his Stockpile to the Inner Slum at will. A Baron with seven or fewer migrants in his Stockpile may donate two Coal or Wood from his Stockpile to the Inner Slum to move one of the Inner Slum’s Migrants to his stockpile or Infrastructure. A Baron with seven or fewer migrants in his Stockpile may donate one Stone, Coal or Wood from his stockpile to the Outer Slum to move one of the Outer Slum’s Migrants to his stockpile or Infrastructure. When a Baron brings an Independent Migrant from a Slum into his Keep using this paragraph, he may set the Migrant’s Allegiance to any Named Migrant in his Levy.
+
==Hustles==
  
As a communal weekly action, Barons may Rotate the Slums. This action is atomic with the following steps:
+
Each Thief has a Hustle, privately tracked by the City and defaulting to “One of Us”. A Hustle has a Description that contains the rules the apply to each Thief that has that Hustle. As a Weekly Action, a Thief may change their Hustle by privately communicating to the City their new Hustle.
* Migrants in the Outer Slum are removed from the game.
 
* Migrants in the Inner Slum move to the Outer Slum.
 
  
== Influence ==
+
In the Description, a Hustle may have an Action, which is performed by the City during the Distributing atomic action, and may also have a Target, which if present in the Description is the name of a Thief and must be mentioned when privately communicating that Hustle to the City.
Each Baron has a publicly tracked numerical Influence Score which defaults to 0. For each Human Crown in a Baron’s Keep or their Stockpile, they have 1 greater Influence. For each Human Alliance a Baron has, they have 1 greater Influence. If a Baron has 4 or more Influence, and no other Baron has greater or equal Influence to them, then that Baron has achieved victory. Alternatively, if no Human Kings have Human Crowns in their keeps then the Baron who has the highest influence (and who has held that influence value for the longest in the case of a tie) achieves victory.
 
  
=== Human Kings ===
+
The valid Hustles are listed in the table below:
There are 7 Human Kings; The King of the Plains, The King of the Valley, The King of the Forest, The King of the Mountain, The King of the Sea, The King of the Desert, The King of the Tundra. For as long as a King has a keep, where that keep has at least one Human Crown in it, that King can have an Alliance with any number of Barons (denoted as a Human Alliance with that King for that Baron). Otherwise, they can have 0 Alliances.
 
  
Each Human King has a Keep, and that keep has a stockpile which can contain a list of resources, defaulting to 6 Royal Gifts, and also their respective Human Crown (i.e. Plains Crown for The King of the Plains, etc.)
+
{| class="wikitable sortable"
 +
! Hustle || Description
 +
|-
 +
| Labourer || You cannot achieve victory. Action: This Thief gains 2 Florins.
 +
|-
 +
| Pickpocket || Action: This Thief gains 1 Florin for each Thief that does not also have this Hustle.
 +
|-
 +
| Informant || Action: Select the Thief with the most Florins among all Thieves other than this one, secretly randomly choosing among ties, and transfer the minimum of 3 Florins or the selected Thief’s Florins to this Thief’s Florins.
 +
|-
 +
| Blackmailer || This has a Target. Action: Perform a Notoriety check for that Target.
 +
|}
  
Each Human King’s Keep starts with three instances of the Wall Infrastructure.
+
==Gambling==
  
If a Human King’s Keep has no defensive infrastructures, then the Baron who took an action which reduced the Hit Points of one of that Human King’s Defensive Infrastructures most recently can at any time move any number of the resources from that Human King’s Stockpile to any other Stockpile(s).
+
If there is no current Gamble, as a Street Action, a thief can publicly create a Gamble and enter it by spending one Gold Ring.
  
=== Interspecies Relations ===
+
If there is a current Gamble, as a Street Action, a thief not in the Gamble can enter the Gamble by publicly spending one Gold Ring and specifying privately to the City to either defect or cooperate. This closes the Gamble, allowing another to be created.
Humans are a rather fickle, polarized bunch; if a human does not explicitly like you then they almost certainly possess a burning hatred for you. If a Human King does not have an Alliance with a Baron, that pair of Human King and Baron are considered to be At War. Barons can never be At War with each other, and the same applies for Human Kings. When an entity is At War with another entity, then all of the Migrants in that entity’s Levy are considered to be Hostile towards the other entity. A Baron may at any time declare war on a Human King they have a Human Alliance with by removing that Alliance.
 
  
== Sieging ==
+
The first thief to enter the now closed Gamble can then specify privately or publicly whether to defect or cooperate.
As a daily action, a Baron may start a Siege. A Siege is an atomic action with the following steps:
 
* Choosing a number for the Siege not shared by any other current Siege.
 
* Moving any number of migrants in their Levy from their infrastructure to the exterior of a Keep which is owned by a Human King at War with them. Migrants may not be moved from anywhere other than infrastructure owned by the Baron they are in the Levy of for this purpose. For the duration of this Siege, those Migrants are considered to be part of this Siege.
 
  
The Migrants in each Siege are publicly tracked, as is the Baron who owns that Siege. Migrants in the Exterior of a Keep of an entity they are Hostile towards are considered to be Besieging that Keep. Migrants cease to part of a siege if they leave the Exterior of the Keep they are Sieging. Rather than the Migrants in a Siege being listed in the Exterior of the Keep they are Besieging, “Siege #N” is displayed in the Exterior of that Keep instead, although they are still considered to be at that location.
+
Once both thieves have chosen to defect or cooperate, the City will publish the outcome: If both thieves cooperate, they each get 8 Florins. If only one thief defects, they get 11 Florins, and the other thief gets 3 florins. If both thieves defect, they both get 5 Florins.
  
As a daily action, a Baron may Intensify their sieges as long as they have not done so in the last 10 hours by doing the following atomic action:
+
Thieves in Gambles are tracked Publicly, but their choices are not.
* Each non-Equipped Migrant that is part of their Levy and participating in a Siege reduces the Hit Points of the outermost Defensive structure of the Keep they are Besieging by 10.
 
* Each Equipped Migrant that is part of their Levy and participating in a Siege reduces the Hit Points of the outermost Defensive of the Keep they are Besieging structure by 20.
 
* The previous 2 steps of this atomic action are then repeated a number of times equal to the amount of full 24 hour periods there have been since the midnight after the latest time they Intensified a siege, with the exception that a Migrant cannot deal damage more times than the number of full 24 hours periods there have been after the midnight immediately following the time that they siege that they are in started, and are skipped when completing the other two steps if they would do so. (They still deal damage the first time unconditionally).
 
  
The most recent date and time that a Baron has Intensified their sieges is publicly tracked, and defaults to September 20, 0:00. The date and time that each currently active Siege started is also publicly tracked
+
==Gaol==
  
A Baron may end one of their sieges at any time by moving the Migrants in that siege out of the Exterior of the Keep they are Sieging and distributing them as they wish among their Stockpile and Infrastructure (subject to the Infrastructure’s maximum populations). Once a Siege has ended it is no longer publicly tracked.
+
The Gaol is a publicly-tracked list of Thieves and a number named Time Served for each Thief in the Gaol, where Time Served defaults to 3 and is set to this default each time a Thief is newly added to the Gaol; these Thieves are said to be “in Gaol”, and all other Thieves are said to be “Free”.
  
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
+
A Thief who is in Gaol may not take dynastic actions, except for the following specific actions:
<div style="padding:8px;background:#bbb;">
+
* If a Thief in Gaol has a Lockpick in their inventory, they may remove it from their inventory and then remove themselves from Gaol.
  
= Special Case =
+
A Thief in Gaol is always considered to have a Plan of “Rest” and a Hustle of “Labourer”.
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.
 
  
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.
+
==Arms==
  
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.
+
Each Thief has a publicly tracked amount of Arms, which defaults to 0.
  
The text of a Special Case Rule that is Inactive is flavour text.
+
At any time, a Thief may Purchase Arms by performing the following atomic action:
  
==Seasonal Downtime [Active]==
+
* Gain Notoriety equal to their Arms plus 1
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Barons” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
+
* Perform a Notoriety Check
 +
* Spend Florins equal to their Arms plus 1 and increase their Arms by 1 (if they are unable to perform this step, it is skipped without increasing their arms
  
==Dormancy [Active]==
+
==The Target==
While BlogNomic is Dormant, this fact is tracked in the sidebar of the blog. If BlogNomic is Dormant, then it is on Hiatus.
 
  
The criteria for Dormancy are:
+
Targets have a Name, and Integer Defense, a Loot, and a Trap. Possible Targets are below.
* That there are four or fewer Barons; or
 
* That of the Barons, two or fewer of them have posted an Official Post or made an edit to the gamestate tracking page as part of a defined dynastic action during the past seven days.
 
  
If either criterion is met and BlogNomic is not Dormant, any admin may make BlogNomic Dormant by updating the sidebar to that effect. If neither criterion is met and BlogNomic is Dormant, any admin may remove BlogNomic’s Dormant status by updating the sidebar to that effect.
+
The name of the Current Target is publicly tracked, as is by default the Restaurant.
  
==Imperial Deferentials [Active]==
+
{| class="wikitable sortable"
If the Demon King has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Barons have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Barons on the same Proposal are not considered to be valid.
+
! Name || Defense || Loot || Trap
 +
|-
 +
| Restaurant || 0 || None || None
 +
|-
 +
| Club || 5 || Add 2DICE5 Florins to the Haul || Each Thief whose plan was not Rest or Lay Low gains a random Injury
 +
|-
 +
| Bank || 10 || Add 5DICE5 Florins to the Haul || Each Thief whose plan was not Rest or Lay Low gains a random Injuries and gains 5 Notoriety
 +
|-
 +
| Jewelry Store || 5 || Add two unapprised gems to the haul || Each Thief whose plan was not Rest or Lay Low gains 3 Notoriety
 +
|}
 +
Each Thief may privately communicate with the City the amount of Arms they wish to spend on a Haul and may change this at any time. This is known as their Offer.
  
==Dynastic Distance [Active]==
+
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
For the purposes of dynastic rules which do not deal with voting, the Demon King is not a Baron.
+
<div style="padding:8px;background:#bbb;">
 
 
==Malign Emperors [Inactive] [Rare]==
 
The Demon King may be recipient of the Mantle, as if they were a Baron, during an Interregnum, as per the rule Victory and Ascension. The Demon King may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.
 
 
 
If the Special Case rule “No Collaboration” is Active, any Baron may set it to Inactive. (The combo is too strong.)
 
 
 
==Dynastic Tracking [Active]==
 
The gamestate tracking page for this dynasty is the [[Monster Metropolis]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  Demon King may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.
 
 
 
==No Collaboration [Inactive] [Rare]==
 
  
If “Dynastic Distance” is also active, the Demon King is not considered a Baron for the purposes of this rule.
+
= Building Blocks =
 +
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.
  
Barons may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Baron could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Barons (or people who are not yet Barons) also face the same restrictions if they intend to become an active Baron during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.
+
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.
  
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.
+
When a City specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new City makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.
 
 
If information which was not allowed to be discussed is still privately discussed, the Barons who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.
 
 
 
==Mantle Limitations [Active]==
 
The mantle may not be passed. (Barons should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.)
 
 
 
==Alliances [Inactive] [Rare]==
 
 
 
Each Baron may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Barons; a Baron’s Alliance defaults to an empty set. A Baron may change their Alliance as a daily action.
 
 
 
If "Mantle Limitations" is also active, and if a Baron has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Baron may pass the Mantle to a Baron who was named in their Alliance at the posting time of their Declaration of Victory.
 
 
 
If “No Collaboration” is active, it does not apply to communications between Barons who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Barons who have each other’s names in their Alliance.
 
 
 
==Event Types [Active]==
 
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:
 
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.
 
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.
 
 
 
An Event type definition may also optionally stipulate:
 
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.
 
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.
 
* Ending Action(s). A Baron must do these when they End an Open Event of that type.
 
 
 
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Baron may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Baron End it again.
 
 
 
==Bounties [Rare][Active]==
 
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason
 
 
 
This sentence names, at the end of this sentence after a colon, a single dynastic resource or variable, which is the Bounty Reward Variable for this dynasty: Royal Gift
 
 
 
The Demon King may post a Bounty Notice, close an open Bounty Notice, or change the Bounty Reward Variable in this rule at any time.
 
 
 
If the Demon King believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may iterate the Bounty Reward Variable of each Baron (other than the Demon King) who authored at least one of those votable matters and set that Bounty Notice to closed.  
 
  
 +
==Mantle Limitations==
 +
The Mantle may not be passed during an Interregnum.
  
 
</div>
 
</div>
Line 466: Line 411:
  
 
===Time===
 
===Time===
;Daily Action: If a game action is a Daily Action, each Baron able to perform it may take that action once each day, but not more than once every ten hours.
+
;Daily Action: If a game action is a Daily Action, each Thief able to perform it may take that action once each day, but not more than once every ten hours.
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Baron per day.
+
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Thief per day.
 
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
 
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
;Weekly Action: If a game action is a Weekly Action, each Baron able to perform it may take that action once each week, but not more than once every twenty-four hours.
+
;Weekly Action: If a game action is a Weekly Action, each Thief able to perform it may take that action once each week, but not more than once every twenty-four hours.
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Baron per week.  
+
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Thief per week.  
  
 
===Other===
 
===Other===
 
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Barons.
+
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Thieves.
 
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 
;Dynastic Action: An action that is defined in the Dynastic rules.
 
;Dynastic Action: An action that is defined in the Dynastic rules.
 
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
 
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
;Effective Vote Comment (EVC): A Baron’s Effective Vote Comment with respect to a given Votable Matter is that Baron’s Comment to that Votable Matter, if any, that contains that Baron’s Vote on that Votable Matter.
+
;Effective Vote Comment (EVC): A Thief's Effective Vote Comment with respect to a given Votable Matter is that Thief's Comment to that Votable Matter, if any, that contains that Thief's Vote on that Votable Matter.
;Commentary: When posting a blog entry, a Baron may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
+
;Commentary: When posting a blog entry, a Thief may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Barons, as well as people who are not Barons but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
+
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Thieves , as well as people who are not Thieves but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Barons who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
+
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Thieves who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Barons are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
+
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Thieves are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.
+
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
 
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
 
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
 +
;Pass the Mantle: Passing the Mantle is a mechanism by which, during an Interregnum, a City may nominate another Thief to become the City in the upcoming dynasty.
 
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.
+
;Quorum: Quorum of a subset of Thieves is half the number of Thieves  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Thieves it is referring to, it is referring to a Quorum of all Thieves.
;Quorum: Quorum of a subset of Barons is half the number of Barons in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Barons it is referring to, it is referring to a Quorum of all Barons.
 
 
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
 
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
 
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
 
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
 +
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the City.
 
;Story Post: A Story Post is an entry in the “Story Post” category.
 
;Story Post: A Story Post is an entry in the “Story Post” category.
 
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
 
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
 +
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Thieves” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
 
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
 
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
Line 504: Line 451:
 
===Official Posts===
 
===Official Posts===
  
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Baron may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
+
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Thief may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
  
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Baron has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
+
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Thief has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Baron 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 Baron is defined as a Baron who has been a Baron for fewer than seven days or a Baron that has unidled in the past seven days after being idle for at least 3 months.
+
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the City to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the City may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.
  
 
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
 
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
  
 
===Representations of the Gamestate===
 
===Representations of the Gamestate===
 +
If authorised by the rules as a result of a Thief’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Thief may correct the representations to comply with the Gamestate.
  
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Baron’s action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Baron may correct the representations to comply with the Gamestate.
+
If a Thief feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
 
 
If a Baron feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
 
  
 
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
 
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Baron, if doing so would not require the correcting Baron to make any decisions on behalf of the original Baron.
+
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Thief, if doing so would not require the correcting Thief to make any decisions on behalf of the original Thief.
 
+
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Thieves are encouraged to raise a Call for Judgement.
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Barons are encouraged to raise a Call for Judgement.
 
 
 
 
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.
 
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.
  
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An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.
 
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.
  
A Baron may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
+
A Thief may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
  
 
=== Random Generators ===
 
=== Random Generators ===
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* The DICE''N'' command can be used to generate a random number between 1 and N.
 
* The DICE''N'' command can be used to generate a random number between 1 and N.
 
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
+
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, MSeekera, Orange, Purple, Black.
 
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
 
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
 
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.
 
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.
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Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
 
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
  
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Baron with such access. Only a Baron with such access may Enact that Votable Matter. If that Votable Matter does not name a Baron with such access, that Votable Matter is Illegal.
+
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Thief with such access. Only a Thief with such access may Enact that Votable Matter. If that Votable Matter does not name a Thief with such access, that Votable Matter is Illegal.
  
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Baron making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Baron making this determination may do so using a private method of their choosing, instead of the Dice Roller.
+
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Thief making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Thief making this determination may do so using a private method of their choosing, instead of the Dice Roller.
  
 
==Atomic Actions==
 
==Atomic Actions==
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* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
 
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
* When a Baron performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
+
* When a Thief performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
* If a rule allows the Baron performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
+
* If a rule allows the Thief performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
* If a Baron arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
+
* If a Thief arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
* If one or more steps of an Atomic Action were done incorrectly, the Baron must redo the Atomic Action; for that purpose, the Baron uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Baron would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
+
* If one or more steps of an Atomic Action were done incorrectly, the Thief must redo the Atomic Action; for that purpose, the Thief uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Thief would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
 
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
 
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
  
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* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Baron can spend or pay from only their own values, and a rule that allows Barons to transfer or pay a numeric value to another Baron only allows them to transfer that value from themselves to that other Baron (of their choice unless otherwise stated).
+
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Thief can spend or pay from only their own values, and a rule that allows Thieves to transfer or pay a numeric value to another Thief only allows them to transfer that value from themselves to that other Thief (of their choice unless otherwise stated).
 
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
 
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
* A Baron who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
+
* A Thief who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
 
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
+
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Thieves are not considered to be legal values for game variables, nor for list items within game variables.
 
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
 
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
 
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.
 
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.
* If a piece of information is described as being tracked secretly or privately by the Demon King (including secretly random selections), then that information may only be revealed by the Demon King when the ruleset allows it. If a Baron should already know such a piece of information (in that the Demon King has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Demon King may repeat it to them.
+
* If a piece of information is described as being tracked secretly or privately by the City (including secretly random selections), then that information may only be revealed by the City when the ruleset allows it. If a Thief should already know such a piece of information (in that the City has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City may repeat it to them.
  
 
===Rules and Votable Matters===
 
===Rules and Votable Matters===
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* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Baron A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.
+
* If a dynastic rule has no text and no subrules, any Thief may delete it from the ruleset.
* If a dynastic rule has no text and no subrules, any Baron may delete it from the ruleset.
 
 
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
 
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Barons may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
+
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Thieves may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
 +
* If the City has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Thieves have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Thieves on the same Proposal are not considered to be valid. If there are six or fewer Thieves, then the City’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Thieves who are not the City have cast a vote on that proposal.
  
 
===Time===
 
===Time===
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* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
 
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
 
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
 
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
* A Baron may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
+
* A Thief may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
  
 
===Spelling and formatting===
 
===Spelling and formatting===
 
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
 
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
* Barons may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
+
* Thieves may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Thieves with the corresponding forms of the singular “they”.
* A Baron may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
+
* A Thief may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
 +
* A Thief may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.
  
 
===Names===
 
===Names===
* Within the Ruleset, a word only refers to the name of a Baron if it is explicitly stated that it refers to a Baron’s name.
+
* Within the Ruleset, a word only refers to the name of a Thief if it is explicitly stated that it refers to a Thief's name.
 
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
 
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
 
* The names of rules and wiki pages (other than the Ruleset) are flavour text.
 
* The names of rules and wiki pages (other than the Ruleset) are flavour text.
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* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
 
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
 
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
 
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
* When changing their name or joining the game for the first time, a Baron’s (or prospective Baron’s) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.
+
* When changing their name or joining the game for the first time, a Thief's (or prospective Thief's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.
  
 
==Prioritisation==
 
==Prioritisation==
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# The Appendix has precedence over any other Rule;
 
# The Appendix has precedence over any other Rule;
 
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
 
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;
+
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Barons may Kick each other” and “Barons may not Kick each other on Tuesdays” exist, and it is Tuesday, Barons may not Kick each other);
+
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Thieves may Kick each other” and “Thieves may not Kick each other on Tuesdays” exist, and it is Tuesday, Thieves may not Kick each other);
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Barons may Punch a Spaceman on Friday” and “Barons may not Punch Spacemen on Friday”, then Barons may not Punch Spacemen on Friday).
+
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Thieves may Punch a Spaceman on Friday” and “Thieves may not Punch Spacemen on Friday”, then Thieves may not Punch Spacemen on Friday).
===Archives===
 
This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
 
  
 
==Mentors==
 
==Mentors==
  
A Baron may have another Baron as a Mentor. Barons who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Baron who has requested a change on their own behalf, from this list at any time.
+
A Thief may have another Thief as a Mentor. Thieves who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Thief who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
  
If an unmentored Baron requests a Mentor, or a new Baron has joined the game and has no Mentor, the Demon King should select a Tenured Baron and ask them to take that Baron on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Demon King should announce it in a blog post. The Demon King should take care to consider game balance when selecting a potential mentor.
+
If an unmentored Thief requests a Mentor, or a new Thief has joined the game and has no Mentor, the City should select a Tenured Thief and ask them to take that Thief on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the City should announce it in a blog post. The City should take care to consider game balance when selecting a potential mentor.
  
A relationship between a mentor and a mentee is a Mentorship. A Baron may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
+
A relationship between a mentor and a mentee is a Mentorship. A Thief may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
  
If there is no Demon King, any Baron who has been active in at least three previous dynasties may act as Demon King for the purposes of this rule.
+
If there is no City, any Thief who has been active in at least three previous dynasties may act as City for the purposes of this rule.
  
 
===Things that a mentor must do===
 
===Things that a mentor must do===
Line 631: Line 574:
 
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
 
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
 
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
 
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
*Introduce their mentee to the various platforms of the game, including the wiki, Discord, and end-of-dynasty notifications through the Facebook group or Twitter;
+
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
 
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
 
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Baron or arrange a handover to another mentor if requested.
+
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Thief or arrange a handover to another mentor if requested.
  
 
===Things that a mentor should do===
 
===Things that a mentor should do===
Line 639: Line 582:
  
 
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
 
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Barons.
+
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Thieves .
 
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
 
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
 
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.
 
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.
Line 652: Line 595:
 
== Synonyms ==
 
== Synonyms ==
  
A dynasty may provide extra theming by using alternative terms for words like “Baron” and “Demon King”.
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A dynasty may provide extra theming by using alternative terms for words like “Thief” and “City”.
  
 
Each term in this list is synonymous with the term in parentheses
 
Each term in this list is synonymous with the term in parentheses
  
* Baron (Player)
+
* Thief (Player)
* Demon King (Emperor)
+
* City (Emperor)
  
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.
+
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.
  
 
</div>
 
</div>

Latest revision as of 08:45, 13 May 2024

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Thieves shall obey it.

It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.

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

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

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

Thieves

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

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

Some Thieves are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Thieves who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. Thieves may be made Admins through Proposal or CFJ.

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

Idle Thieves

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

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

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

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

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

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

Dormancy

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

Dynasties

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

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

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

Votable Matters

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

Votes

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

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

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

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

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

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

Enacting and Failing

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

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

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

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

Tags

Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).

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

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

Proposals

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

Special Proposal Voting

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

Resolution of Proposals

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

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

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

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

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

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

Calls for Judgement

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

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

  • It is Popular.

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

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

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

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Thief (other than the City) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

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

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

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

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

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

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

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

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

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


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

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Thief's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Thieves should vote against any DoV that relies on having broken a fair play rule.

  • A single person should not control more than one non-Idle Thief within BlogNomic, and should announce publicly if they control both a non-Idle Thief and any Idle Thieves. This extends to exerting full control over the actions of another Thief, defined here as the controlled Thief's game behavior being functionally indistinguishable from if the controlling Thief was logged into their account and playing through it, over a period of more than a day.
  • A Thief should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A Thief should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Thief should not edit their own blog comments once posted, nor those of any other Thief.
  • A Thief should not edit the “Entry Date” field of a blog post.
  • A Thief should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Thief should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • A Thief should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Thief must use their own name in the Dice Roller, when rolling dice.
  • A Thief should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Thief should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Thief to achieve victory.
  • A Thief should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
  • A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Thief or Thieves to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.

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

Dynastic Rules

The Thieves

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

If something is defined as a Street Action, a Thief can perform that action if they have not already done so since the most recent Haul post was posted.

Injury

Each Thief has a list of publicly-tracked Injuries, from the following possibilities, some having an Effect to those who suffer them:

Injury Effect
Body None.
Foot If your Plan is Scout or Leap during a Health Check, it is set to Rest.
Hand If your Plan is Standard, Pocket or Scout during a Health Check, it is set to Rest.
Head You may not take dynastic actions. Your Plan is always set to Rest during a Health Check.

Possessions

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

Possession Value Effect
Lockpick 1 -
Candlestick 3 -
Gold Ring 7 -
Unappraised Gem DICE10 -
Cloak 1 The Eavesdrop Plan gains you 1 Notoriety instead of 2
Glove 1 The Pocket Plan gives you 1DICE3 Florins instead of 1 Florin
Helm 3 If you would acquire a Head Injury, you instead do not
Loupe 2 You may gain 3 additional Florins when selling an Unappraised Gem

At any time a Thief may take an atomic action known as Selling by performing the following steps:

  • Identify a Possession in their own Inventory
  • Gain Florins and Notoriety equal to its Value
  • Perform a Notoriety Check
  • In either case, remove the identified possession from their own inventory

Containers

Each Thief may have a number of Pouches.

A Pouch is a Possession that is used to contain Florins. Each individual Pouch is unique, and must have a name of “X Pouch” (where X is a Pouch Style, or two different Pouch Styles separated by a space) that is not the name of a Pouch currently in any Thief’s inventory. The value of a Pouch is equal to the number of Florins used to create it and must be greater than 0; the value of each individual Pouch is privately tracked by the City. All Pouches have no effect.

As a Street Action, a Thief may Sort their Pouches. Sorting Pouches is an atomic action with the following steps:

  • Destroy all of their existing Pouches by removing them from their inventory, and gaining Florins equal to their value;
  • Create 1 to 4 new Pouches in their inventory, spending any number (greater than zero) of Florins for each Pouch, and giving each Pouch a valid name and a valid Value, where the Value of each Pouch equals the number of Florins so spent to create it. These steps may be concatenated into a single wiki edit to obscure the precise sums allocated to each Pouch.
  • Send a personal message to the City detailing the Pouches destroyed and created, with the new values of the latter.

The Pouch Styles are: Amber, Auburn, Battered, Beige, Black, Brown, Buttoned, Cerise, Cloth, Concealed, Crimson, Dirty, Drab, Drawstring, Dusty, Embroidered, Fawn, Frayed, Grey, Hidden, Inkstained, Jute, Khaki, Leather, Mahogany, New, Ochre, Old, Patchwork, Quilted, Ragged, Red, Rough, Scarlet, Scuffed, Sequined, Shabby, Sheepskin, Slim, Small, Tan, Tattered, Threadbare, Torn, Ugly, Umber, Vermilion, Weathered, Worn and Yellow.

Notoriety

Every Thief has a Level of Notoriety, which can be negative and defaults to -5. A Thief’s Level of Notoriety, Notoriety, and Notoriety Level are all considered to be synonymous with each other. Notoriety may never be higher than 50, and any action that would set Notoriety to a value above 50 instead sets it to 50. Likewise, Notoriety may never be lower than -50 and any action that would set Notoriety to a value below -50 instead sets it to -50.

When a Thief performs a Notoriety Check, this is an atomic action performed by the following steps:

  • If their Notoriety is 0 or less, the check automatically succeeds and no further steps are taken for it
  • Roll a DICE(51-N) where N is their Notoriety. If result is 1 then check fails and 50% of their Florins, rounded up, are distributed evenly amongst all other Thieves, with any remaining Florins lost.

The Black Market

As a Street Action, if a Possessions is listed on the table in the rule “Possessions” and has a constant value, a Thief may attempt to Acquire it from the Black Market by performing the following Atomic Action:

  • Identify the Possession they which to Acquire
  • Increase their Notoriety by Three plus its Value
  • Perform a Notoriety Check
  • Roll a DICE 5, then set the identified Possession’s Black Market Price for this instance of the atomic action to be the result of that roll plus the identified Possession’s value.
  • If the Thief has at least the Black Market Price in Florins, reduce their Florins by the Black Market Price and add a copy of the identified possession to the Thief’s inventory.

The Haul

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

If there is no pending Haul post, the City may perform the following atomic action, known as Burglary:-

  • Perform a Health Check
  • Set the Party Might to 0
  • Apply the Effect of each Thief’s plan (with the ‘you’ referring to the Thief whose plan it is)
  • For each Thief whose Plan is not Rest or Lay Low, reduce that Thief’s Arms by the amount most recently communicated Offer to a minimum of 0. Then increase the Party Might by the amount their Arms were reduced by.
  • If the Party Might is greater than or equal to Defense of the Current Target, apply the Loot of the Current Target
  • If the Party Might is less than the Defense of the Current Target, apply the Trap of the Current Target
  • Remove all Busted Plans from the table in The Plan
  • Make a blog post in the Story Post Votable Matter category, announcing the contents of the Haul and what each Thief’s plan was; this is known as a Haul post

Distribution

A Thief may respond to a Haul post with a comment that includes a single suggested distribution of the contents of the Haul among one, some or all of the Thieves. Such responses must unambiguously identify where every element of the Haul’s contents would go. Alternatively, their comment may include clear request to punt the haul, but may not include both a request to punt and a distribution in the same comment. The most recent such response made by a Thief on a Haul post is known as their Proposition for that Haul. Where a Thief says in a comment on a Haul post that they “agree” with another Thief, and offers no distribution in the same comment, this is taken as a suggested distribution that matches the Proposition of the named Thief for that Haul, at the time of the comment (if such a Proposition exists).

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

  • If the common Proposition was a distribution, move the contents of the Haul to the Thieves in the manner specified by it
  • If the common Proposition was a request to punt, roll a DICEX where X is the current number of Florins in the Haul, then remove that many Florins from the Haul. Also for each Possession in the Haul, roll a DICE2 and if the result is a 1, remove it from the Haul.
  • For each Free Thief, if a quorum of Free Thieves included the string “Gaol X” in a comment on the Haul Post, where X is the name of that Thief, then that Thief is added to the Gaol.
  • For each Thief in Gaol, if a quorum of Free Thieves included the string “Free X” in a comment on the Haul Post, where X is the name of that Thief, then that Thief is removed from the Gaol.
  • For each Thief in Gaol, subtract 1 from their Time Served. If a Thief’s Time Served becomes 0, remove that Thief from the Gaol.
  • Perform the Action of the Hustle of each Thief, if there are any to perform, doing so by secretly randomly choosing the order of Thieves in which to process each Thief’s Hustle. Any gains or losses are in addition to the previous steps of this instance of this atomic action.
  • If there is a single Target for which a quorum of Free Thieves included the string “Raid X” in a comment on the Haul Post, where X is the name of a Target, then that Target becomes the Current Target. Otherwise the Current Target becomes Restaurant.
  • Change the status of the Haul post to enacted.

If a Haul post has been pending for at least 48 hours and a quorum of Free Thieves have not posted equivalent Propositions it, the City may perform the Distributing atomic action on it, treating the Common Proposition as a Request to Punt

The Plan

Each Thief has a Plan, which is privately tracked by the City and defaults to Standard. A Thief may change their plan at any time by privately messaging the City what they want their new plan to be

Each Plan has a name, which is flavor text used to reference and track the plan, and an effect. The possible plans are tracked in the table below

Name Effect
Standard The City adds 1DICE3 Florins to the Haul. On a roll of 1, the City also adds a Possession to the Haul.
Linger You gain 2DICE2 Florins and 1 Notoriety
Scout You gain 3 Notoriety and the city adds 2DICE5 Florins to the Haul
Eavesdrop You gain 2 Notoriety and the city adds a Possession to the Haul
Leap You gain a random Injury and the City adds a Possession to the Haul
Rest You lose a random Injury if you have any
Lay Low Reduce your Notoriety by 3
Unlock If you have a Lockpick, the City adds 1DICE6 Florins and a Possession to the Haul, then you lose a Lockpick

When the City is required to "add a Possession" to a Haul, it selects a random type of Possession from the table in the rule "Possessions" and adds one instance of it to the Haul.

Hustles

Each Thief has a Hustle, privately tracked by the City and defaulting to “One of Us”. A Hustle has a Description that contains the rules the apply to each Thief that has that Hustle. As a Weekly Action, a Thief may change their Hustle by privately communicating to the City their new Hustle.

In the Description, a Hustle may have an Action, which is performed by the City during the Distributing atomic action, and may also have a Target, which if present in the Description is the name of a Thief and must be mentioned when privately communicating that Hustle to the City.

The valid Hustles are listed in the table below:

Hustle Description
Labourer You cannot achieve victory. Action: This Thief gains 2 Florins.
Pickpocket Action: This Thief gains 1 Florin for each Thief that does not also have this Hustle.
Informant Action: Select the Thief with the most Florins among all Thieves other than this one, secretly randomly choosing among ties, and transfer the minimum of 3 Florins or the selected Thief’s Florins to this Thief’s Florins.
Blackmailer This has a Target. Action: Perform a Notoriety check for that Target.

Gambling

If there is no current Gamble, as a Street Action, a thief can publicly create a Gamble and enter it by spending one Gold Ring.

If there is a current Gamble, as a Street Action, a thief not in the Gamble can enter the Gamble by publicly spending one Gold Ring and specifying privately to the City to either defect or cooperate. This closes the Gamble, allowing another to be created.

The first thief to enter the now closed Gamble can then specify privately or publicly whether to defect or cooperate.

Once both thieves have chosen to defect or cooperate, the City will publish the outcome: If both thieves cooperate, they each get 8 Florins. If only one thief defects, they get 11 Florins, and the other thief gets 3 florins. If both thieves defect, they both get 5 Florins.

Thieves in Gambles are tracked Publicly, but their choices are not.

Gaol

The Gaol is a publicly-tracked list of Thieves and a number named Time Served for each Thief in the Gaol, where Time Served defaults to 3 and is set to this default each time a Thief is newly added to the Gaol; these Thieves are said to be “in Gaol”, and all other Thieves are said to be “Free”.

A Thief who is in Gaol may not take dynastic actions, except for the following specific actions:

  • If a Thief in Gaol has a Lockpick in their inventory, they may remove it from their inventory and then remove themselves from Gaol.

A Thief in Gaol is always considered to have a Plan of “Rest” and a Hustle of “Labourer”.

Arms

Each Thief has a publicly tracked amount of Arms, which defaults to 0.

At any time, a Thief may Purchase Arms by performing the following atomic action:

  • Gain Notoriety equal to their Arms plus 1
  • Perform a Notoriety Check
  • Spend Florins equal to their Arms plus 1 and increase their Arms by 1 (if they are unable to perform this step, it is skipped without increasing their arms

The Target

Targets have a Name, and Integer Defense, a Loot, and a Trap. Possible Targets are below.

The name of the Current Target is publicly tracked, as is by default the Restaurant.

Name Defense Loot Trap
Restaurant 0 None None
Club 5 Add 2DICE5 Florins to the Haul Each Thief whose plan was not Rest or Lay Low gains a random Injury
Bank 10 Add 5DICE5 Florins to the Haul Each Thief whose plan was not Rest or Lay Low gains a random Injuries and gains 5 Notoriety
Jewelry Store 5 Add two unapprised gems to the haul Each Thief whose plan was not Rest or Lay Low gains 3 Notoriety

Each Thief may privately communicate with the City the amount of Arms they wish to spend on a Haul and may change this at any time. This is known as their Offer.


Building Blocks

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

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

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

Mantle Limitations

The Mantle may not be passed during an Interregnum.

Appendix

Keywords

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

Imperatives

Can
“is able to”
Shall
“is required to”
Should
“is recommended that”

Time

Daily Action
If a game action is a Daily Action, each Thief able to perform it may take that action once each day, but not more than once every ten hours.
Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Thief per day.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Thief able to perform it may take that action once each week, but not more than once every twenty-four hours.
Weekly Communal Action
A Weekly Communal action is a Weekly Action that can only be performed by one Thief per week.

Other

Comment
A blog comment published to the BlogNomic weblog at blognomic.com
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Thieves.
Dice
References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
Dynastic Action
An action that is defined in the Dynastic rules.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Thief's Effective Vote Comment with respect to a given Votable Matter is that Thief's Comment to that Votable Matter, if any, that contains that Thief's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Thief may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
Discord
The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Thieves , as well as people who are not Thieves but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
Discord Channel
A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Thieves who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
Flavour Text
If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Thieves are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
Gamestate
Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
Hiatus
If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
Pass the Mantle
Passing the Mantle is a mechanism by which, during an Interregnum, a City may nominate another Thief to become the City in the upcoming dynasty.
Post
A blog post published to the BlogNomic weblog at blognomic.com
Quorum
Quorum of a subset of Thieves is half the number of Thieves in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Thieves it is referring to, it is referring to a Quorum of all Thieves.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
Rule
Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
Sticky Post
A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the City.
Story Post
A Story Post is an entry in the “Story Post” category.
Subject
The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
Seasonal Downtime
On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Thieves” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
Subrule
A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
Uphold
To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Thief may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.

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

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

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

Representations of the Gamestate

If authorised by the rules as a result of a Thief’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Thief may correct the representations to comply with the Gamestate.

If a Thief feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:

  • Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
  • Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Thief, if doing so would not require the correcting Thief to make any decisions on behalf of the original Thief.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Thieves are encouraged to raise a Call for Judgement. The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page Gamestate Modifications if this is not possible.

Orphan Variables

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

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

Random Generators

The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, MSeekera, Orange, Purple, Black.
  • The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
  • A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.

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

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

If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Thief making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Thief making this determination may do so using a private method of their choosing, instead of the Dice Roller.

Atomic Actions

An Atomic Action combines otherwise separate game actions into a single action.

  • All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
  • When a Thief performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
  • If a rule allows the Thief performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Thief arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
  • If one or more steps of an Atomic Action were done incorrectly, the Thief must redo the Atomic Action; for that purpose, the Thief uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Thief would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
  • For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Thief can spend or pay from only their own values, and a rule that allows Thieves to transfer or pay a numeric value to another Thief only allows them to transfer that value from themselves to that other Thief (of their choice unless otherwise stated).
  • If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
  • A Thief who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Thieves are not considered to be legal values for game variables, nor for list items within game variables.
  • If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
  • Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the Dice Roller if N is greater than one million.
  • If a piece of information is described as being tracked secretly or privately by the City (including secretly random selections), then that information may only be revealed by the City when the ruleset allows it. If a Thief should already know such a piece of information (in that the City has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City may repeat it to them.

Rules and Votable Matters

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

Time

  • For the purpose of all rules, time in BlogNomic is in UTC.
  • All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
  • Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
  • A Thief may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

Spelling and formatting

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

Names

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

Prioritisation

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

Mentors

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

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

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

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

Things that a mentor must do

A mentor must do the following:

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

Things that a mentor should do

The following sets out suggested best practice for Mentorship relationships:

  • The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
  • The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Thieves .
  • The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
  • The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.

Things that a mentor should not do

The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.

  • The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
  • The mentor should not seek to dissuade the mentee from pursuing other alliances.
  • A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.

Synonyms

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

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

  • Thief (Player)
  • City (Emperor)

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