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(Typo fix: Proxies had "Scribe" and "Scribes" reversed when it was Apocryphized; these were corrected to agree with the surrounding verbs and pronouns.)
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= Core Rules =
 
= Core Rules =
  
 
== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Scribes shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.
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This is the '''Ruleset''' for BlogNomic; all Individuals shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current Dynasty; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which complements and clarifies the Ruleset.
  
 
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
 
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
  
Scribes may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
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Individuals may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
  
== Scribes ==
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If the Ruleset does not properly reflect all legal changes that have been made to it, any Individual may update it to do so.
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a '''Scribe'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Scribe.
+
  
A Scribe may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Scribe may not rejoin the game within two weeks after having left. A Scribe may only change their name as a result of a proposal approving the change.
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== Individuals ==
 +
Any human may apply to join BlogNomic (if they are not already an Individual) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be an '''Individual''' (plural form '''Individuals'''). An Admin shall add them to the roster in the sidebar, at which moment they become an Individual.
  
Some Scribes are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Scribes who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. New admins shall be given the GNDT configuration password when they become admins.
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An Individual may cease to be an Individual at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Individual in this way may not become an Individual again within the following two weeks. An Individual may only change their name as a result of a Proposal approving the change.
  
===Idle Scribes===
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Some Individuals are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Individuals 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.
  
Some Scribes are '''Idle''', and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Scribes”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Scribes are not counted as Scribes.
+
===Idle Individuals===
  
If a Proposal contains a provision that targets a specifically named Idle Scribe, then that Idle Scribe is considered to be Unidle solely for the purposes of enacting that specific provision
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Some Individuals are '''Idle''', and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Individuals”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Individuals are not counted as Individuals.
  
When a Scribe 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 Scribe Idled in a different dynasty), the Scribe is given the default value for new Scribe, if such a value exists.
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If a Proposal contains a provision that targets a specifically named Idle Individual, then that Idle Individual is considered to be Unidle solely for the purposes of enacting that specific provision.
  
An Admin may render a Scribe Idle if that Scribe has asked to become Idle in an entry or comment from the past four days, or if that Scribe has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Scribe if that Scribe has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Scribe who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
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When an Individual 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 Individual Idled in a different Dynasty), the Individual is given the default value for new Individuals, if such a value exists.
  
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.
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An Admin may render an Individual Idle if that Individual has asked to become Idle in an entry or comment from the past four days, or if that Individual has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle an Individual if that Individual is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Individual who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current Dynasty.
 +
 
 +
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.
 +
 
 +
Idle Admins can enact and fail Votable Matters.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Scribe, known as the Editor. If there is no Editor, 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 Individual, known as the Director. If there is no Director, the Dynasty is a Metadynasty.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Scribes 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 Individuals may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
 +
 
 +
===Votes===
 +
Each Individual may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. An Individual’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-Individual never has a Vote, even if they were an Individual previously and had cast a valid Vote.
 +
 
 +
If an Individual other than the Director casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Director. When the Director has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Director’s Vote for the purposes of other rules unless otherwise specified.
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 +
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 Individuals who are not voting AGAINST it is less than Quorum.
 +
* It has been open for voting for at least 48 hours and it is not Popular.
  
Each Scribe 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 Scribe’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-Scribe never has a Vote, even if they were a Scribe previously and had cast a valid Vote.
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=== Enacting and Failing ===
  
 
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
 
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
  
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
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Whenever an Admin Resolves a Votable Matter, they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
  
 
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
 
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
  
 
== Proposals ==
 
== Proposals ==
Any Scribe may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Scribe already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any Individual may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Individual already has 2 Proposals pending, or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a Scribe casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Editor may use VETO as a voting icon to cast a Vote on a proposal; when the Editor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Editor later changes their Vote.
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When an Individual casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Director may use VETO as a voting icon to cast a Vote on a Proposal; when the Director casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Director later changes their Vote.
 
+
If a Scribe other than the Editor casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Editor. When the Editor has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Editor's Vote for the purposes of other rules unless otherwise specified.
+
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
  
The oldest pending [[#Proposals|Proposal]] may be '''enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) if either of the following is true:
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The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted) if all of the following are true:
  
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.
+
* It is Popular.
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.
+
* It has been open for voting for at least 12 hours.
 +
* It has not been Vetoed or Self-Killed.
  
The oldest pending Proposal may be '''failed''' by any Admin, if any of the following are true:
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The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
  
 +
* It is Unpopular.
 
* It has been Vetoed or Self-Killed.
 
* It has been Vetoed or Self-Killed.
* The number of Scribes who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours and cannot be Enacted.
 
  
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
+
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Scribes actively disagree as to the interpretation of the Ruleset, or if a Scribe feels that an aspect of the game needs urgent attention, then any Scribe 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 Individuals actively disagree as to the interpretation of the Ruleset, or if an Individual feels that an aspect of the game needs urgent attention, then any Individual 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:
  
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
+
* It is Unpopular.
 +
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.
  
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.
+
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.
 
This Rule may not be overruled by Dynastic Rules.
  
 
== Victory and Ascension ==
 
== Victory and Ascension ==
If a Scribe (other than the Editor) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the '''Declaration of Victory''' category, detailing this.
 
  
Upon doing so, the game immediately goes into '''Hiatus''', if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Scribes”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
+
If an Individual (other than the Director) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
  
Every Scribe may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
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Every Individual may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
  
A Pending DoV may be enacted if any of the following is true:
+
If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]].
  
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Editor has Voted FOR it or it has no AGAINST Votes.
+
A Pending DoV may be Enacted by any Admin if any of the following are true:
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
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* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
+
  
A DoV may be failed if any of the following are true:
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* It is Popular, it has been open for at least 12 hours, and either the Director has Voted FOR it or it has no AGAINST Votes.
 +
* It is Popular, and it has been open for at least 24 hours.
  
* It has been open for voting for at least 12 hours, and the number of Scribes who are not voting AGAINST it is less than Quorum.
+
A Pending DoV may be Failed by any Admin if any of the following are true:
* It has been open for voting for at least 48 hours and cannot be Enacted.
+
  
When a DoV fails and there are no pending DoVs, Hiatus ends.
+
* It is Unpopular, and it has been open for at least 12 hours.
  
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Scribe who made the DoV as its Editor. That Scribe may pass this role to another Scribe at this point by making a post to that effect, if they wish. The Hiatus continues until the new Editor makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Editor's chosen theme for the new Dynasty, and may optionally specify that the terms Scribe and Editor will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
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If a DoV is Failed and it had at least one AGAINST vote, the Individual who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
  
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Scribe 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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When a DoV is Enacted, all other pending DoVs are Failed, and a new Dynasty begins in which the Individual who made the DoV becomes the Director. If that Individual does not wish to retain their new status, they may pass the role of Director to another Individual by making a post to that effect, provided they haven’t yet made an Ascension Address for the new Dynasty.
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 +
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. During this period, BlogNomic is on Hiatus.
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 +
The new Director will make an '''Ascension Address''' by posting an entry in the “Ascension Address” category. This should specify the Director’s chosen theme for the new Dynasty, and it may optionally specify that the terms Individual and Director will be replaced with theme-specific terms throughout the entire Ruleset, and/or list a number of dynastic rules to keep. When such an Ascension Address is posted, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
  
 
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
 
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
  
 
== Fair Play ==
 
== Fair Play ==
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Scribe's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining.
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The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if an Individual’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. Individuals should vote against any DoV that relies on having broken a fair play rule.
  
* A single person should not control more than one Scribe within BlogNomic.
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* A single person should not control more than one non-Idle Individual within BlogNomic, and should announce publicly if they control both a non-Idle Individual and any Idle Individuals.
* A Scribe 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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* An Individual 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 Scribe should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
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* An Individual should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
* A Scribe should not edit their own blog comments once posted, nor those of any other Scribe.
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* An Individual should not edit their own blog comments once posted, nor those of any other Individual.
* A Scribe should not edit the "Entry Date" field of a blog post.
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* An Individual should not edit the “Entry Date” field of a blog post.
* A Scribe should not make a DoV primarily to delay the game by putting it into Hiatus.
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* An Individual should not make a DoV primarily to delay the game by putting it into Hiatus.
* A Scribe should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
+
* An Individual should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
 +
* An Individual 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. An Individual must use their own name in the Dice Roller, when rolling dice.
 +
* An Individual should not deliberately and unreasonably prolong the performance of a game action once they have started it.
 +
* An Individual should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.
 +
</div>
  
==Seasonal Downtime==
+
= Dynastic Rules=
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
+
  
</div>
+
==Researchers and Collectors==
  
= Dynastic Rules =
+
Each Individual is either a Researcher, a Collector or an Outsider, defaulting to being an Outsider. This quality is known as an Individual’s Pursuit. An Outsider may become a Collector at any time.
  
==Two-Player Mode==
+
Each Individual has a Location, which is either a Place or Unknown, defaulting to Unknown.
  
If all Proposals enacted in the previous seven days were made by only two Scribes, and if the current dynasty is at least nine days old, and if one of those Scribes is the Editor, then the game is in Two-Player Mode and the other Scribe is the Ineditor. Otherwise there is no Ineditor.  If for any reason there would otherwise be more than one Ineditor, the game is not in Two-Player Mode and there is no Ineditor.
+
An Individual’s Pursuit and Location are tracked in a wiki page called “Individuals”.
  
The Ineditor may use VETO as a voting icon to cast a Vote on a proposal made by the Editor; when the Ineditor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed.  
+
If an Individual ceases to be an Individual, all Artefacts they are carrying and in their Collection have their Location set to Unknown.
  
If the game is in Two-Player Mode, and the Editor hasn't vetoed any proposals except by the Ineditor in the previous seven days, the string “(other than the Editor)” is ignored in the rule Victory and Ascension.
+
==Places==
  
==Apocrypha==
+
Several significant places are being observed by the Institute.
As a Daily Action, but not more than three times in a given week, the Editor may Visit the Archives by either:
+
  
*Selecting a random previous Dynasty with an archived Ruleset, then selecting a random Dynastic Rule from the final version of that Ruleset (not counting subrules for the purpose of this random selection), including as many of the rule’s subrules as they deem appropriate. (The Editor may use a randomization method of their own choice for this action.)
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===Public Places===
*Selecting a rule (and any number of its subrules) as specified by a Map which has not been used before during a Visit to the Archives, and whose date has either arrived or passed, and whose rule it would be possible to select under the previous bullet point.
+
  
Upon selecting such a rule, they may copy its text and add it as a new Dynastic Rule to the current Ruleset, replacing the terms for Emperor-analog and Player-analog with “Editor” and “Scribe” as appropriate. The Editor must then Mark it as Provisional.
+
An Individual may Travel to any Public Place at any time by updating their Location to this effect. Whenever an Individual Travels to or from a Public Place, they must gain 1 Soul Damage.
  
If adding such a rule would create a new victory condition, the Editor is not permitted to add it, but may instead Visit the Archives again without this counting towards the weekly or action limit.
+
*Jerez
 +
*Kielce
 +
*Rennes
 +
*Eindhoven
 +
*Bergen
 +
*Norwich
  
A Scribe who is not the Editor may spend 1 Paper to draw a Map. Upon doing so, they should privately contact the Editor with a message specifying a single Dynastic Rule (including any number of its subrules) from any Dynasty, and any date; this is known as a Map.
+
===Secure Places===
  
==Paper Money==
+
A Researcher may Travel to any Secure Place at any time by updating their Location to this effect.
Each Scribe has an amount of Paper, tracked in the GNDT. New Scribes start with the same amount of Paper as the Editor unless another Dynastic Rule says they start with a different amount of Paper.
+
  
A Scribe may, at any time, transfer a positive amount of their Paper to any one other Scribe or Proxy.
+
*The Institute
 +
*The Containment Facility
  
==Provisional Rules==
+
===Esoteric Places===
A Dynsastic Rule is considered Provisional if its name ends in "[?]" or if it is a subrule of a Provisional rule.  To Mark a Dynastic rule as Provisional is to add "[?]" to the end of its name if it's not already there, and to Unmark a rule is to remove "[?]" from the end of its name. References to a Provisional Rule’s name may omit the “[?]” mark.
+
  
If a Provisional rule contradicts a non-Provisional Rule, the non-Provisional Rule always takes precedence.  Additionally, a Provisional Rule cannot:
+
Esoteric Places may only be Travelled to or from by methods defined in their descriptions, even if Travelling to a Place would otherwise be allowed.
*Render illegal any pending Proposals or CfJs, or forbid any Scribe from making an otherwise legal Proposal or CfJ.
+
*Modify the rules of voting or enactment on a proposal that modifies it.
+
*Alter other Rules, or permit a person to alter those rules.
+
*Directly cause a Scribe to become Idle.
+
*Directly cause anyone to achieve victory.
+
  
If a rule has been Provisional for the last week, any Scribe may Unmark it.
+
*The Warp
 +
**An Individual may enter The Warp by the use of an Artefact that allows it.
 +
**An Individual in The Warp can Swim Out of It to Travel to any Public Place by gaining 1 {{spatial}} Damage.
  
==Weekly Bonuses==
+
*The Cathedral
 +
**This Place is also a Public Place.
 +
**This Place can be Travelled to, but only from Jerez. An Individual in The Cathedral can Travel, but only to Jerez.
 +
**A Individual whose {{soul}} Damage is greater than the mean average all Individuals’ {{soul}} Damage cannot enter The Cathedral.
  
As a weekly action, the Editor shall award 1 Paper to each Scribe that submitted a Dynastic Proposal during the week before the current week.  The Editor shall then make a blog post, the Weekly Report, listing the Scribes awarded Paper in this way.
+
==Artefacts==
  
When the Editor makes a Weekly Report, he may additionally name a Scribe (other than himself) that authored a Dynastic proposal enacted in the previous week as Scribe of the Week, replacing any previous Scribe of the Week.  Scribe of the Week is an Official Position. The Editor should decide who to name as Scribe of the Week based primarily on the quality of proposals enacted that week.
+
Each Artefact has a Name, a Description, a Location, a Protocol and an Effect. Artefacts that exist are listed as subrules of this rule, with their Name as the name of the subrule. An Artefact’s Protocol defines Institute policy on how Researchers should and should not interact with it. An Artefact’s Effect defines what it does and how this may occur. An Artefact’s Description is flavour text.
  
==Material Requisition==
+
When an Individual Focuses, they must gain one {{reality}} Damage Token.
As a weekly action, a Scribe may make a request for materials. A request for materials allows the requesting Scribe to gain 1 unit of any object that is tracked in the GNDT.  This is done by making a post in the GNDT with a comment of RFM while increasing the chosen statistic by 1.
+
  
==Historic Tomes==
+
An Artefact’s Location may be either a Place, an Individual, a Collection, or Unknown. If an Artefact’s Location is an Individual, it is said to be carried by that Individual, and all Individuals should, for the purposes of its effect or any actions taken, consider its Location to be the Location of the Individual who is carrying it. If an Individual shares a Location with an Artefact that is not being carried by another Individual, they may pick it up by setting its Location to themselves. If an Individual is carrying an Artefact, they may drop it by setting its Location to their own Location. An Individual may be carrying no more than two artefacts at any time.
Archived Rulesets from previous dynasties cannot be modified except by CfJ, and Scribes shall not attempt to modify them.  This does not prohibit archiving the current Ruleset at the end of a dynasty.
+
  
Any non-Ruleset document on the Blognomic wiki that would qualify as gamestate under the final Ruleset of a dynasty before the current one (a “Historic Document”) may not be modified except as explicitly permitted by other rules. If a Dynastic Rule attempts modify a Historic Document, the following steps happen in order instead:<br>
+
Individuals and Artefacts with Unknown Locations are never considered to share a Location with any other Individuals or Artefacts.
1) A copy of that wiki page is made at a subpage of that page found by adding “/dynasty141” to the end of its URL (that Historic Document’s “Manuscript”) if this process hasn’t already created the Historic Document’s Manuscript.<br>
+
2) All references in the Ruleset to the Historic Document are modified to refer to its Manuscript instead.<br>
+
3) The modification happens to the Manuscript instead of the Historic Document.
+
  
==Exchange==
+
If a Researcher fails to follow the recommendation of a Protocol they are considered to have Breached it. If a Researcher (the “Transgressor”) has Breached the Protocol for an Artefact within the past 48 hours, any Researcher may set the Transgressor’s Pursuit to Outsider and (if the Transgressor is in a Secure Place) change the Location of all Artefacts carried by the Transgressor to The Containment Facility, and change the Transgressor’s Location to Unknown.
Scribes can spend 3 of any one Commercial resource tracked in the GNDT to gain 1 of any Commercial, non-Valuable resource tracked in the GNDT.
+
  
The following resources are considered Commercial: Paper, Looks, Fame
+
“Carrying” an Artefact and “holding” an Artefact are synonymous.
  
The following resources are considered Valuable:
+
===The Pencil===
  
==Vanity==
+
*'''Description:''' A 19cm hexagonal HB pencil with a black-painted body and no manufacturer’s name. Its lead is sharp and it appears unused.
Each Scribe has an amount of Looks and an amount of Fame, which are tracked as numeric variables in the GNDT. New Scribes start with the same amount of Looks and Fame as the Editor.
+
*'''Location:''' Unknown
 +
*'''Protocol:''' None
 +
*'''Effect:''' An Individual carrying the Pencil may Focus to erase from the ruleset any Artefact (except the Pencil) that they share a Location with.
  
==Objects==
+
===The Tiepin===
If a Scribe has a value tracked as a numeric variable in the GNDT, that value is considered to be an object for the purposes of Dynastic Rules.
+
  
==Official Positions==
+
*'''Location:''' The Warp
A Scribe may be granted an Official Position, which is tracked as a selection field in the GNDT. While holding such a position, a Scribe may perform a Daily or Weekly Action that they would otherwise not be able to perform, called that Office’s Powers; each of these actions is described following the relevant position below. The list of Official Positions is as follows, with the name of each position in bold:
+
*'''Description:''' A small silver clip engraved with roses and thorns. Attaching it to clothing gives the wearer the appearance of a non-specific person from any desired profession.
*'''Scribe of the Week''' - The Scribe of the Week may, as a Daily Action, select another Scribe and increase each of their numeric resources tracked in the GNDT by 1.
+
*'''Protocol:''' A Researcher should not carry this Artefact in a Public Place.
 +
*'''Effect:''' An Individual carrying the Tiepin may Focus to change their Pursuit to Researcher, Collector or Outsider at any time.
  
==Locations==
+
===The Lego Brick===
Each Scribe has a Location, which by default is “Scriptorum” and can be any single English word. A Scribe whose location is XXX is considered to be “in the XXX”.
+
  
As a daily action, a Scribe may change their location. Upon doing so, the Stress of every scribe with the same location that the Scribe is changing their location to is increased by one (including the stress Scribe performing the action), unless that location is the Scriptorum in which case no Stress values are changed.
+
*'''Description:''' A yellow lego brick.
 +
*'''Location:''' Tantusar's collection
 +
*'''Protocol:''' None
 +
*'''Effect:''' Whenever an Individual transitions from not being in the same Location as this Artefact, to being in the same Location as this Artefact, they gain 1 {{flesh}} Damage. This Artefact is Alive.
  
==Abdication==
+
===The Satchel===
A player can Abdicate(give up) an Official Position they hold at any time by making a comment in the format of ABDICATE: (Position Title) in the GNDT. A player who makes such a comment is reffered to as the Abdicating player for this rule in that instance. The position indicated in the comment must then be removed from the Abdicating player’s row in the GNDT as soon as possible. Abdication can only remove the Abdicating player from an Official Position if they hold that the position. Only one official position may be abdicated per comment. If more than one Scribe holds the same Official Position, only the Official Position in the Abdicating Scribe’s GNDT is removed. Player’s can only Abdicate their own Official Positions.
+
  
==Raffle==
+
*'''Description:''' A battered leather satchel with two brass buckles.
 +
*'''Location:''' Unknown
 +
*'''Protocol:''' A Researcher should not carry this Artefact while in The Containment Facility.
 +
*'''Effect:''' When an Artefact is being recovered, if the carrier of the Satchel is in the selected Location, no die roll is made to determine the Individual who will carry the Artefact: the Satchel carrier gains it instead. The Location of an Individual carrying the Satchel is always considered to be a Public Place for the purposes of recovery rolls.
  
Whenever a Scribe is in the Lottery Room, as a weekly action that Scribe may “Write their name on a ticket” by making a comment in the GNDT of “Enter Raffle” and reducing their paper by 1. A Scribe can only perform this action if they have at least 1 paper. After a scribe performs this action, their name is appended to the list of Entries in this rule. Each name must be placed on a new line to ensure readability. When the Editor makes a weekly report, if the Entry List in this rule contains the name of at least 1 Scribe, they must choose a Scribe whose name is on the list of Entries at random. The chosen Scribe gains an amount of paper equal to the number of names in this rule’s Entry List plus one. Immediately afterwards, they must remove all names from the Entries list in this rule.
+
===The Paperclip===
  
Entry List:
+
*'''Description:''' A standard Gem-type 0.75g paper clip, bearing a few small rust spots.
 +
*'''Location:''' Tantusar's collection
 +
*'''Protocol:''' None
 +
*'''Effect:''' If there is more than one Individual who is a Collector, and one specific Collector has a number of {{soul}} Damage Tokens that is greater than zero and greater than that of every other Collector, then an Individual carrying the Paperclip may Focus to perform the following Atomic Action:
 +
# Change the Pursuit of that specific Collector to Researcher;
 +
# Change the Pursuit of any Individual who is a Researcher to Collector;
 +
# And set the Location of the Paperclip to Unknown.
  
==Apocryphal Rules Go Below This Point==
+
===The Switchcomb===
Whenever a proposal creates a Dynastic Rule, that rule is added to the ruleset immediately above this rule unless the proposal says otherwise. Dynastic Rules added to the ruleset by other means must be placed at the end of the Dynastic Rules. Subrules are exempt from this rule; they are placed within their parent rule as normal.
+
*'''Description:''' A novelty comb that is attached to a switchblade handle. It looks cheaply made, the sort of junk you would see at a tourist trap in a mall.
 +
*'''Location:''' Cuddlebeam's Collection
 +
*'''Protocol:''' Whenever you enter a Place, use this Artefact on another Individual with at least 2 Artefacts if such an Individual exists in that Place.
 +
*'''Effect:''' An Individual carrying the Switchcomb may Focus to target at least one [REDACTED] in a Place they are located in. If the Target is not a Researcher, they drop a random Artefact they are carrying, if they have at least 2 Artefacts.
  
----
+
===The Marble===
----
+
*'''Description:''' A simple marble, it seems to roll in such a way that it is easy to lose.
 +
*'''Location:''' Tantusar’s collection
 +
*'''Protocol:''' To not use this Artefact.
 +
*'''Effect:''' An Individual carrying the Marble may Focus to gain 1 {{soul}} Damage, set the Marble’s Location to Unknown and set another Artefact’s Location from Unknown to their Location.
  
==Ousting==
+
===The Bottle of Gin===
As a weekly action, a Scribe can Oust an Official Position currently held by some Scribe by spending 2 Paper. Upon doing so, the position in question ceases to be held, and the Scribe who held it just before the Ousting gains 2 Paper; additionally, daily and weekly actions described in that Office’s Powers cannot be performed for 48 hours. Editor is not an official position.
+
  
==Bathing==
+
*'''Description:''' A bottle of own-brand supermarket gin. It cannot be opened, either by unscrewing the cap or by breaking the glass. The liquid glows with a bluish-purple hue under ultraviolet light.
Whenever a Scribe is in the Bathroom, as a weekly action, that Scribe may “Bathe” by making a comment in the GNDT of “Bathing” and a roll of DICE10. The Scribe then takes the roll to the ‘Bathing Effects Table’ below. If the dice roll is 1, the effect in the row titled ‘1’ is applied; if the dice roll is between 2 and 5 inclusive, the effect in the row titled ‘2-5’ is applied; if the dice roll is 6 or 7, the effect in the row titled ‘6-7’ is applied; if the dice roll is 8 or 9, the effect in the row titled ‘8-9’ is applied; and if the dice roll is 10, the effect in the row titled ‘10’ is applied.
+
*'''Location:''' The Warp
 +
*'''Protocol:''' None.
 +
*'''Effect:'''    If an Individual carrying the Bottle of Gin would receive [REDACTED] Damage, they receive an equal amount of [REDACTED] Damage instead.
  
Bathing Effects Table:
+
===The Goggles===
  
* 1 The Scribe, after bathing, is in a good mood and decides to clean the Bathroom. The Scribe may increase their own Fame by 2, but must reduce their Looks by 1.
+
*'''Description:''' A pair of novelty glasses with what appears to be beer in the lenses. It is branded with the logo of a well-known internet search company.
* 2-5 The Scribe is cleaner. They may increase their own Looks by 1.
+
*'''Location:''' Cuddlebeam’s Collection
* 6-7 Bathing does wonders for the Scribe's image; they may increase their own Looks by 3.
+
*'''Protocol:''' None
* 8-9 Out of soap. Nothing happens.
+
*'''Effect:''' None.
* 10 The Scribe's singing annoys the other Scribes. The Bathing Scribe must reduce their own Fame by 1.
+
  
==Teaming Up [?]==
+
===The Picture Frame===
Two Scribes who are Watching each other and have the same Status are a Team.
+
  
For the purposes of all Dynastic Rules but this one that care about the Stress or Energy of a Scribe in a Team (a “Team Member”), the Energy of each Team Member in a Team is equal to the higher Energy in the team plus 15, and the Stress of each Team Member is equal to the higher Stress in the Team plus 3. However, if either Member of a Team takes Damage (due to a rule other than this one), so does the other; if either member of a Team gains or loses Paper (due to a rule other than this one), so does the other; and if either Member of a team loses Energy or gains Stress (due to a rule other than this one), so does the other.
+
*'''Location:'''  The Individual named card
 +
*'''Description:''' A 2m diameter metallic ring with arms and legs.
 +
*'''Protocol:''' None
 +
*'''Effect:''' This Artefact is Alive. As its Behavior it will set the Location all Individuals that share Location with it, to The Warp. An Individual holding the Frame may Focus to send an Individual of their choice at their Location to The Warp.
  
==Energy==
+
===The Security Pass===
Each Scribe has an amount of Energy, and a level of Stress, which are tracked in GNDT. New Scribes start with 50 Energy and 0 Stress. As a weekly action, a Scribe may rest, and set their Energy to either (100 - their Stress), or 35, whichever is larger.
+
  
==Proxies==
+
*'''Description:''' A top-level Institute security pass, with lanyard, hologram and various psychic reflectors.
A non-Scribe entity designated as a Proxy by this rule or its subrules is a Proxy. Each Proxy has its own GNDT row. Proxies are considered to be Scribes for the purpose of other Dynastic Rules, except where they explicitly refer to non-Proxy Scribes.
+
*'''Location:''' The Individual called Josh
 +
*'''Protocol:''' A Researcher should never drop this Artefact.
 +
*'''Effect:''' A Researcher carrying this Artefact in the Containment Facility may ignore that Location’s restriction on picking items up there. They may also Travel to any Secure Place at any time by updating their own Location to this effect.
  
If a rule allows a Scribe to cause a Proxy to act, that Scribe can update the gamestate on behalf of that Proxy as allowed by the rules.  If a Scribe needs to make comments or GNDT updates on behalf of a Proxy, they must start the comment with “PROXY (X):” where (X) is the name of the Proxy. Proxies designated as such by subrules of this rule cannot make blog posts.
+
===The Lunchbox===
  
=== Derelicts [?] ===
+
*'''Description:''' A small child’s lunchbox, decorated with Pokémon colours. Dented, with the colours starting to wear off.
Derelicts are a type of Proxy. When a Scribe changes their Location to match the Location of one or more Derelicts, they may cause one of those Derelicts to attempt an action that only modifies GNDT gamestate.
+
*'''Location:''' The Warp
 +
*'''Protocol:''' If a Researcher has the means to destroy this Artefact then they must do so within 24 hours of having gained the capability to do so.
 +
*'''Effect:''' An Individual carrying the Lunchbox may, as a daily action, Focus to carry out the Effect of an Artefact in their Collection as if they were carrying it.
  
There are three Derelicts: MC Geran, MC Damanor and MC Keitalia.
+
===The Left Shoe===
  
==HHGTTG [?]==
+
*'''Description:''' A patent leather brogue, tan, EU 42 / US 9.5. Brand new, not broken in.
If a Scribe is Mostly Harmless then they may subsequently be elected as {The President of the Galaxy}
+
*'''Location:''' Cuddlebeam’s Collection
 +
*'''Protocol:''' None
 +
*'''Effect:''' The Individual carrying the Left Shoe may Focus to throw it. Once the Left Shoe has been thrown, the Individual who threw it should randomly select a Place (including Unknown, the Warp, and all Individuals’ Collections). The Left Shoe’s Location is set to that Place. Any other Artefacts at that Place are then also relocated to Places at random.
  
<!-- DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY --><br/>
+
===The Right Shoe===
 +
 
 +
*'''Description:''' A plimsol in pale blue. EU 38 / US 7.5. Sole is worn through at the toe.
 +
*'''Location:''' Unknown
 +
*'''Protocol:''' None
 +
*'''Effect:''' If ever the Left Shoe and the Right Shoe are in the same Location, any Individual may remove both Artefacts from the ruleset.
 +
 
 +
===The Glove===
 +
 
 +
*'''Description:''' A size 8½ brown leather driving glove with light scorch marks.
 +
*'''Location:''' Unknown
 +
*'''Protocol:''' A Researcher should not use this Artefact in the Containment Facility.
 +
*'''Effect:''' An Individual carrying the Glove may Focus to take 4 {{reality}} Damage and set the Location of a Nearby Artefact to themselves. An Artefact is Nearby an Individual if it is in their Location, or in the Collection of a Individual in the same Location as them. (Setting an Artefact’s Location in this way is not considered to be picking it up.)
 +
 
 +
===The Attendant===
 +
 
 +
*'''Description:''' A traveller of ambiguous appearance, never fully glimpsed by Institute surveillance but suspected to be visiting from either the past or the future.
 +
*'''Location:''' Bergen
 +
*'''Protocol:''' A Researcher should not Clash with this Artefact.
 +
*'''Effect:''' The Attendant is Alive. The Attendant is considered to be an Individual for the purposes of all dynastic rules. The Director may cause the Attendant to perform any action that it could perform as an Individual, but only if a person (who is neither an Individual nor the Director) has privately suggested this to the Director.
 +
 
 +
===The Taffy===
 +
 
 +
* '''Description''': A block of taffy that is extraordinarily sticky, but can't be wrapped: any attempt to contain it in paper or plastic fails as it simply sloughs off the material.
 +
* '''Location''': card's collection
 +
* '''Protocol''': None
 +
* '''Effect''': As a Daily Action, if the Individual carrying the Taffy is in a Public Place, they can Focus to Stick the Taffy. When an Individual Sticks the Taffy they must immediately Travel to a different Public Place, ensuring that the comment field in the wiki changelog contains the words "Sticking the Taffy". For the subsequent 72 hours the source and destination locations are considered to be the same location for all dynastic rules.
 +
 
 +
===The Sequin Brooch===
 +
 
 +
* '''Description''': A piece of plastic costume jewellery that is studded with sequins.
 +
* '''Location''': The Warp
 +
* '''Protocol''': None
 +
* '''Effect''': This Artefact is Alive. As its Behaviour it will move to a random Public or Secure Location. If the Sequin Brooch is in the Containment Facility then the rule entitled "Containment" is considered to be flavour text. This effect takes priority over the provisions of the rule entitled "Containment".
 +
 
 +
===The Cuppa===
 +
 
 +
*'''Description:''' It’s a porcelain mug with a seemingly endless supply of tea.
 +
*'''Location:''' Unknown
 +
*'''Protocol:''' None
 +
*'''Effect:''' An Individual at Norwich holding this item may as a Daily Action perform a Focus to remove 2 Damage Tokens (neither of which is a {{reality}} token) from themselves.
 +
 
 +
===Sparkling Cream===
 +
 
 +
*'''Description:''' A mysterious, stillborn item from The Warp.
 +
*'''Protocol:''' None
 +
*'''Location:''' Cuddlebeam's Collection
 +
*'''Effect:''' This Item is Alive and begins with 10 {{spatial}} Damage. The holder of this item may focus to remove all {{soul}} Damage Tokens from an Individual at their Location. and grant this item 1 {{spatial}} Damage. If this item has 13 or more {{spatial}} Damage, it is removed from the Ruleset. This is a Fetal Artefact.
 +
 
 +
===The Transistor Radio===
 +
 
 +
*'''Description:''' A small AM transistor radio with a silver plastic casing and General Electric branding, circa 1955. Any spoken or sung audio picked up by the radio will occasionally have its words altered to a list of numbers, delivered in the transmitted voice. Some such messages have been decoded to produce geographic coordinates or short sentences.
 +
*'''Location:''' Unknown
 +
*'''Protocol:''' None.
 +
*'''Effect:''' Idle Individuals and the Director are encouraged to privately send the carrier of the Transistor Radio their thoughts on possible loopholes in the ruleset.
 +
 
 +
===Glowing Cream===
 +
 
 +
*'''Description:''' A mysterious, stillborn item from The Warp.
 +
*'''Protocol:''' None
 +
*'''Location:''' The individual named card
 +
*'''Effect:''' This Item is Alive and begins with 10 {{spatial}} Damage. The holder of this item may focus to remove all {{soul}} Damage Tokens from an Individual at their Location. and grant this item 1 {{spatial}} Damage. If this item has 13 or more {{spatial}} Damage, it is removed from the Ruleset. This is a Fetal Artefact.
 +
 
 +
===Shining Elixer===
 +
 
 +
*'''Description:''' A mysterious, stillborn item from The Warp.
 +
*'''Protocol:''' None
 +
*'''Location:''' The Warp
 +
*'''Effect:''' This Item is Alive and begins with 10 {{spatial}} Damage. The holder of this item may focus to grant 3 {{spatial}} Damage Tokens to an Alive Artefact at their Location. . and grant this item 1 {{spatial}} Damage. If this item has 13 or more {{spatial}} Damage, it is removed from the Ruleset. This is a Fetal Artefact.
 +
 
 +
==Damage==
 +
 
 +
Individuals can have Damage Tokens (AKA simply “Damage”), tracked on the Individuals wikipage. Not having any of a certain Damage Token is tracked by its absence. The following are the kinds of Damage Tokens and their effects at having a certain amount of that kind of Damage Token (if any):
 +
 
 +
* Flesh ({{flesh}}): When you have 5 or more {{flesh}} Damage Tokens, you cannot Travel. If you have 10 or more {{flesh}} Damage Tokens, you cannot perform Dynastic Actions except Second Wind.
 +
* Soul ({{soul}}):
 +
* Reality ({{reality}}): When you have 10 or more {{reality}} Damage Tokens, set all of your amounts of other kinds of Damage Tokens to a random amount between 0 and 10 for each, then set your {{reality}} Damage tokens to 0.
 +
* Spatial ({{spatial}}): If an Individual has 7 or more {{spatial}} Damage, whenever they Travel, their Location is immediately after set to a random Public Place. If an Individual has 10 or more {{spatial}} Damage, their Location becomes the Warp whenever it is a Location other than the Warp.
 +
 
 +
If (and only if) an Individual has had 10 or more {{flesh}} Damage Tokens for the last 72 hours or more, they can perform Second Wind: Lose {{flesh}} Damage Tokens until you have 9, then gain {{soul}} Damage Tokens equal to that amount of {{flesh}} Damage Tokens lost.
 +
 
 +
==Collections==
 +
 
 +
Each Individual has a Collection.  As a daily action, an Individual may put an Artefact that they are carrying into their Collection by changing its Location to read “x’s Collection”, where x is their own name. Artefacts in Collections are never considered to share a Location with any other Individuals or Artefacts. Individuals may reclaim Artefacts from their Collection as a daily action by Focusing.
 +
 
 +
As a Daily Action, a Collector may add one {{soul}} Damage Token to every Collector whose Collection contains fewer items than their own.
 +
 
 +
If a Researcher adds an Artefact to their Collection, this act is considered to be a Breach of Protocol for that Artefact (regardless of whether it has a Protocol).
 +
 
 +
==Locating Artefacts==
 +
 
 +
If no Individual has changed Location in the past 16 hours and if an Artefact’s Location is Unknown, any Individual may (as a daily communal action) attempt to recover a lost Artefact by selecting a Public Place with at least one Individual and an Artefact with an Unknown Location (each at random) and applying the following:
 +
 
 +
* If any Collectors are in the selected Place, one of them is selected at random to become the Artefact’s Location;
 +
* Otherwise if any Individuals are in the selected Place, one of them is selected at random to become the Artefact’s Location
 +
 
 +
==Alive Artefacts==
 +
 
 +
Artefacts can be Alive, and are by default not Alive. Alive Artefacts can have Damage Tokens, and these are tracked on the Individuals page. An Alive Artefact with seven or more Damage Tokens is considered Incapacitated.
 +
 
 +
If an Alive Artefact is not Incapacitated, it cannot be picked up.
 +
 
 +
As a Weekly Communal Action, an Individual or the Director can cause a Roaming. This causes each not-Incapacitated Alive Artefact (in the order they appear in the ruleset) to change its Location to a random Public Place (unless it is in a Secure Place), and then (if it is not now in the Containment Facility) to perform its Behavior (if any) as described in its Effect. The Director is encouraged to perform a Roaming whenever possible.
 +
 
 +
An Individual may choose to Clash with an Alive Artefact that they share a Location with, by making a die roll which mentions the Artefact and which randomly determines the type of an Attack Token (which may be either {{flesh}} or {{soul}}) and of a Retaliation Token (which may be either {{flesh}} or {{soul}}): upon doing so, the Artefact gains a Damage Token of the Attack type and the Individual gains a Token of the Retaliation Type.
 +
 
 +
==Containment==
 +
 
 +
If an Artefact’s Location is the Containment Facility, then its Effect is considered to be flavour text.
 +
 
 +
A Researcher may not pick up an Artefact in the Containment Facility, unless they are carrying the Security Pass.
 +
 
 +
==The Warp==
 +
 
 +
An Individual in the Warp can Begin Diving by gaining 1 {{spatial}} Damage, and are now considered to be Diving until they perform a Dynastic Action. If an Individual has been Diving during the last 48 hours they can Retrieve a Fetal Artefact. The status of being Diving or not is tracked in the Damage column as “{{Dive}}” for being Diving, and its absence for not being Diving.
 +
 
 +
When an Individual retrieves a Fetal Artefact, they add to the Ruleset’s list of Artefacts (subrules of the rule “Artefacts”) a new Artefact as per the following:
 +
 
 +
:Name: X
 +
:Description: A mysterious, stillborn item from The Warp.
 +
:Protocol: None
 +
:Location: Z
 +
:Effect: Y
 +
 
 +
X is a string formed as “A B”, where B is a random word from this this: “Potion, Elixir, Ether, Pill, Panacea, Injection, Cream, Suppository” and A is a random word from: “Magical, Glowing, Incandescent, Frigid, Sparkling, Dark, Shining, Putrid, Transparent, Red, Blue, Yellow, Green, Shimmering”
 +
 
 +
Y is a string formed as “This Item is Alive and begins with 10 {{spatial}} Damage. The holder of this item may focus to C and grant this item 1 {{spatial}} Damage. If this item has 13 or more {{spatial}} Damage, it is removed from the Ruleset. This is a Fetal Artefact.”, where C is a random string from the following list:
 +
 
 +
* Remove 3 Damage Tokens of their choice from themselves
 +
* Remove 3 Damage Tokens of their choice from an Individual that shares a Location with them, other than themselves.
 +
* Set the Location of a random Artefact you own to The Warp.
 +
* Remove all {{spatial}} Damage Tokens from an Individual at their Location.
 +
* Remove all {{soul}} Damage Tokens from an Individual at their Location.
 +
* Remove all {{flesh}} Damage Tokens from an Individual at their Location.
 +
* Remove 4 {{reality}} Damage Tokens from an Individual at their Location.
 +
* Grant 3 {{spatial}} Damage Tokens to an Alive Artefact at their Location.
 +
 
 +
Z is “The Individual named D”, where D is the name of the Individual that Retrieved this Artefact
 +
 
 +
==Redaction==
 +
 
 +
Certain aspects of the Institute’s research are classified, and blotted out of their written records. While a sentence in the Protocol or Effect of an Artefact contains the string “[REDACTED]”, that sentence is considered to be flavour text.
 +
 
 +
At any time, the Director may decide (and privately record) the Secret of any “[REDACTED]” string which appears in the Protocol or Effect of an Artefact: that Secret may be any single word or number that appears in the dynastic ruleset, such that the sentence would make grammatical sense if the “[REDACTED]” string were replaced with it. (The Director’s choice of each Secret should be made by choosing a secretly random word from a list of possible words that occur to them as being usable in the redacted space.) Upon determining such a Secret, the Director should select a secretly random Researcher and inform them of the Secret, and the string that it corresponds to.
 +
 
 +
At the request of the Individual who was told its Secret, the Director may replace the string “[REDACTED]” in the Protocol or Effect of an Artefact with its Secret.
 +
 
 +
==Attainment==
 +
 
 +
An Individual’s Attainment score is a number which measures their success in this world, and which may be negative.
 +
 
 +
If an Individual is a Researcher, then their Attainment score is five times the number of Artefacts in Secure Places, plus three times the number of Artefacts they are carrying, minus the number of Damage tokens they currently have.
 +
 
 +
If an Individual is a Collector, then their Attainment score is ten times the number of Artefacts in their Collection, plus three times the number of Artefacts they are carrying, minus the number of Damage tokens they currently have.
 +
 
 +
If an Individual is an Outsider, then their Attainment score is five minus the number of Damage tokens they currently have.
 +
 
 +
The first Individual to be the sole Individual who has the most Attainment past the 5th of Feburary 2020 at 12:00 UTC has achieved victory.
 +
 
 +
==Institute Proposals==
 +
 
 +
If a proposal has the “[Institute]” tag and its effects are confined to one or more of the Agenda Points below, it is an Institute Proposal.
 +
 
 +
Agenda Points are:-
 +
* Making an Outsider into a Researcher, or vice versa
 +
* Moving an Artefact from the Institute or from a Researcher to the Containment Facility
 +
* Moving an Artefact from the Containment Facility to the Institute or to a Researcher. (This is a High-Risk Agenda Point.)
 +
* Setting the Protocol of an Artefact to “None”
 +
* Setting the Protocol of an Artefact to be the same as the Protocol of another Artefact
 +
* Initiate a Capture with a code number (between 1 and 9999) which has been used by no other Investigations. (This is a High-Cost Agenda Point.)
 +
 
 +
An Institute Proposal may not contain more than one High-Cost Agenda Point.
 +
 
 +
Votes from Outsiders and Collectors are ignored, on Institute Proposals. Votes of FOR, DEFERENTIAL and AGAINST from the Director are ignored, on Institute Proposals. An Institute Proposal with no High-Risk Agenda Points is considered Popular if more than half of the Researchers are voting FOR it. An Institute Proposal with one or more High-Risk Agenda Points is considered Popular if three or more Researchers are voting FOR it. An Institute Proposal is considered Unpopular if at least half of the Researchers are voting AGAINST it.
 +
 
 +
===Captures===
 +
 
 +
For any Capture which has been Initiated in the previous 48 hours:
 +
* Any Researcher (who has not already done so for that Capture) may privately contact the Director naming a single Artefact to be the subject of that Capture;
 +
* Any Collector (who has not already done so for that Capture) may privately contact the Director naming a single Artefact they suspect that the Capture is searching for.
 +
 
 +
If a Capture has been Initiated more than 48 hours ago and not been closed, the Director may close it by performing the following atomic action:
 +
* Determine the Capture’s Objective in a secretly random manner, from among all Artefacts named as its subject by Researchers under this rule;
 +
* If the Objective is Alive and not Incapacitated, add 7 {{soul}} Damage to it.
 +
* If any Collectors named the Objective as their suspicion, and if the Objective’s Location is Unknown: change the Objective’s Location to the Collection of a secretly random one of those Collectors;
 +
* If the Objective’s Location is still Unknown: change the Objective’s Location to the Containment Facility
 +
 
 +
==Magnetism==
 +
 
 +
Any Individual moving from an Unknown Place to any other Place for the first time in this Dynasty may, at the same time, randomly select one Artefact whose Location is Unknown and move it to a random Public Place.
 +
 
 +
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
 +
<div style="padding:8px;background:#bbb;">
 +
 
 +
= Special Case =
 +
Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in “[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new Dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.
 +
 
 +
The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.
 +
 
 +
==Tags [Active]==
 +
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, 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 DoVs require the [Victory] tag in order to grant victory to an Individual.
 +
 
 +
==Atomic Actions [Active]==
 +
When an Individual 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 such steps are complete. All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Action that is itself a step of a parent Atomic Action.
 +
 
 +
An Atomic Action may direct the performer to skip some of its steps, which the performer should do and in which case the skipped steps are considered completed for this rule.
 +
 
 +
If one or more steps of an Atomic Action were done incorrectly, the Individual must redo the Atomic Action. In redoing an Atomic Action, the Individual uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones. For instance, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Individual 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 all they did was take an illegal step later on, the result of the original dice roll would still be used in the redone step.
 +
 
 +
If an Individual arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps that they performed of that action and are considered never to have performed that action.
 +
 
 +
For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
 +
 
 +
This rule cannot be overruled by the Dynastic Rules.
 +
 
 +
==Seasonal Downtime [Active]==
 +
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the rules titled “Individuals” and “Victory and Ascension” may not be taken.
 +
 
 +
==Dormancy [Active]==
 +
If there are fewer than five Individuals, BlogNomic is [[#hiatus|on Hiatus]].
 +
 
 +
==No Orphan Variables [Active]==
 +
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 Individual may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
 +
 
 +
==Imperial Deferentials [Active]==
 +
If the Director has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Individuals have voted FOR the Proposal than have voted AGAINST it) or AGAINST (in all other cases).
 +
 
 +
==Dynastic Distance [Active]==
 +
For the purposes of dynastic rules which do not deal with voting, the Director is not an Individual.
 +
 
 +
==The Traitor [Active]==
 +
The Traitor for a particular Dynasty may be an Individual (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current Dynasty is tracked privately by the Director, and the Director should not share this information with Individuals other than the Traitor.
 +
 
 +
If there is no Traitor for the current Dynasty, the Director may secretly randomly select an Individual (other than the Director) and privately inform them that they are the Traitor for the current Dynasty.
 +
 
 +
A Traitor is under no obligation to honour any informal promises they have made with other Individuals, nor to tell the truth to them, and is encouraged to betray other Individuals in order to achieve victory.
 +
 
 +
==The Tree [Active]==
 +
Each Individual (including idle Individuals) may have a single Recruiter, tracked in the wiki page [[Player Tree]], and being an Individual, an idle Individual or “nobody”. If an Individual has no Recruiter listed, they may update that wiki page to set their Recruiter to any valid value, reflecting the person (if any) that they feel was the most responsible for them joining the game of BlogNomic.
 +
 
 +
</div>
 
<div style="padding:8px;background:#ddd;">
 
<div style="padding:8px;background:#ddd;">
  
Line 253: Line 543:
  
 
==Keywords==
 
==Keywords==
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying "bananas are blue" cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying "every day is Sunday" will be overruled by the glossary entry below.)
+
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.)
  
 
;Can
 
;Can
:"is able to"
+
:“is able to”
  
 
;Comment
 
;Comment
Line 262: Line 552:
  
 
;Core Proposal
 
;Core Proposal
:A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of admin status from one or more Scribes.
+
: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 Individuals.
  
 
;Daily Action
 
;Daily Action
:If a game action is a Daily Action, each Scribe able to perform it may take that action once each day, but not more than once every ten hours.
+
:If a game action is a Daily Action, each Individual able to perform it may take that action once each day, but not more than once every ten hours.
  
 
;Daily Communal Action
 
;Daily Communal Action
:A Daily Communal Action is a Daily Action that can only be performed by one Scribe per day.
+
:A Daily Communal Action is a Daily Action that can only be performed by one Individual per day.
  
 
;Day
 
;Day
Line 274: Line 564:
  
 
;Dice
 
;Dice
:References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
+
: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
 
;Dynastic Proposal
Line 280: Line 573:
  
 
;Effective Vote Comment (EVC)
 
;Effective Vote Comment (EVC)
:A Scribe’s Effective Vote Comment with respect to a given Votable Matter means that Scribe’s Comment to that Votable Matter, if any, that contains that Scribe’s Vote on that Votable Matter.
+
:An Individual’s Effective Vote Comment with respect to a given Votable Matter is that Individual’s Comment to that Votable Matter, if any, that contains that Individual’s Vote on that Votable Matter.
 +
 
 +
;Commentary
 +
:When posting a blog entry, an Individual may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
  
 
;Flavour Text
 
;Flavour Text
:When posting a blog entry, a Scribe 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.
+
:If a part of the ruleset is defined as being “flavour text”, it is gamestate and remains part of the ruleset document, but is not considered to have any meaning beyond being a string of characters. Individuals 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
 
;Gamestate
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.
+
:Any information which the Ruleset regulates the alteration of. All 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..
  
;IRC Channel
+
;<span id="hiatus">Hiatus</span>
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
+
:If BlogNomic is on Hiatus, game actions defined by the Dynastic Rules or the rule titled “Proposals” may not be taken. 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.
 
+
;May
+
:"is permitted to"
+
 
+
;May not
+
:"is not permitted to"
+
  
 
;Post
 
;Post
Line 301: Line 591:
  
 
;Private Message
 
;Private Message
:A message sent via Blognomic’s Private Messages system at blognomic.com.
+
:A message sent via BlogNomic’s Private Messages system at blognomic.com.
  
 
;Quorum
 
;Quorum
:Quorum of a subset of Scribes is half the number of Scribes in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Scribes it is referring to, it is referring to a Quorum of all Scribes.
+
:Quorum of a subset of Individuals is half the number of Individuals in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Individuals it is referring to, it is referring to a Quorum of all Individuals.
  
 
;Resolve/Resolution
 
;Resolve/Resolution
:If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words
+
:If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.
  
 
;Rule
 
;Rule
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
+
:Each individually numbered section of the Ruleset is a rule, including sections that are subrules of other rules.
  
 
;Shall
 
;Shall
:"is required to"
+
:“is required to”
  
 
;Should
 
;Should
:"is recommended that"
+
:“is recommended that”
  
 
;Sibling Rule
 
;Sibling Rule
Line 322: Line 612:
  
 
;Slack
 
;Slack
:The BlogNomic Slack is located at blognomic.slack.com. Scribes may request an invite to the Slack while logged in by clicking the button in the sidebar.
+
:The BlogNomic Slack is located at blognomic.slack.com. Individuals may request an invite to the Slack while logged in by clicking the button in the sidebar.
  
 
;Slack Channel
 
;Slack Channel
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
+
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel (e.g. #random).
  
 
;Story Post
 
;Story Post
Line 331: Line 621:
  
 
;Subject
 
;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.
+
:The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
  
 
;Subrule
 
;Subrule
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.
+
:A subrule is a type of rule that is nested within another rule. A Proposal that specifically affects a rule affects all of its subrules; a Proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that Proposal.
 +
 
 +
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 +
 
 +
;TOC: Table of Contents.
  
 
;Vote
 
;Vote
Line 340: Line 634:
  
 
;Voting Icons
 
;Voting Icons
:For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.
+
:For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
  
 
;Week
 
;Week
Line 346: Line 640:
  
 
;Weekly Action
 
;Weekly Action
:If a game action is a Weekly Action, each Scribe able to perform it may take that action once each week, but not more than once every twenty-four hours.
+
:If a game action is a Weekly Action, each Individual able to perform it may take that action once each week, but not more than once every twenty-four hours.
  
 
;Weekly Communal Action
 
;Weekly Communal Action
:A Weekly Communal action is a Weekly Action that can only be performed by one Scribe per week.  
+
:A Weekly Communal action is a Weekly Action that can only be performed by one Individual per week.  
  
 
;Wiki
 
;Wiki
Line 356: Line 650:
 
== Gamestate Tracking ==
 
== Gamestate Tracking ==
  
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Scribe may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise.
+
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Individual may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise.
  
If no Scribe has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status.
+
An official post may only be removed as allowed by the Ruleset.
 +
An official post may be altered by its author if it is less than two hours old and either no Individual has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following exception: Whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish.
+
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Individual 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 Individual is defined as an Individual who has been an Individual for fewer than seven days or an Individual that has unidled in the past seven days after being idle for at least 3 months.
  
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Scribe may update any Scribe's data via the GNDT, whenever the Ruleset permits it.
+
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an Individual’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 Individual may correct the representations to comply with the Gamestate.
  
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Scribe may correct the GNDT to comply with the Gamestate.
+
If an Individual feels that a representation of the gamestate (such as a wiki page) was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules as they were at the time of the alteration, or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed alteration, Individuals are encouraged to raise a Call for Judgement instead.
 
+
If a Scribe feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Scribes are encouraged to raise a Call for Judgement instead.
+
Scribes shall be assigned a password for the GNDT when they join the Nomic.
+
  
 
=== Random Generators ===
 
=== Random Generators ===
The GNDT can be used to generate random results.
+
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
  
 
* 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, Magenta, Orange, Purple, Black.
* The VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.
 
  
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Scribe with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Proposal; and any Proposal that seeks to nominate a change to this rule must first identify an Individual with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
 +
 
 +
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the Dice Roller, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Individual making this determination may do so using a private method of their choosing, instead of the Dice Roller.
  
 
==Clarifications==
 
==Clarifications==
  
 
===Numbers and Variables===
 
===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.
+
* 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.
 
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
* Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, and a rule that allows Scribes to transfer a numeric value only allows them to transfer that value from themselves to another Scribe (of their choice unless otherwise stated).
+
* Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, an Individual can spend only their own values, and a rule that allows Individuals to transfer a numeric value only allows them to transfer that value from themselves to another Individual (of their choice unless otherwise stated).
* A Scribe who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
+
* An Individual 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 number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified.
 
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
* Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
+
* Invalid values for game variables can never be used, even if the values stored in 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.
  
 
===Rules and Proposals===
 
===Rules and Proposals===
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
+
* If a new rule is created by a Proposal and its location is not noted in that Proposal, that new rule is to be placed in the Dynastic Rules.
* If a wiki page becomes gamestate as a result of a proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal's submission (and if the page did not exist at that time, it shall be blanked).
+
* If a wiki page becomes gamestate as a result of a Proposal enacting, that page shall unless otherwise specified be reverted to whatever state it was in at the time of that Proposal’s submission (and if the page did not exist at that time, it shall be blanked).
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).
+
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Proposal proposing that enacted Proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
* If a rule would ever have no name, it is instead named “Unnamed Rule”.
+
* If the Admin enacting a Proposal reaches a step which cannot be applied immediately (e.g. “two days after this Proposal enacts, Individual A gains 1 point”), that step is ignored for the purposes of enactment. Once a Proposal has been enacted, it can have no further direct effect on the gamestate.
* The names of rules are not themselves rule text and have no effect other than being rule names.
+
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Scribe A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.
+
  
 
===Time===
 
===Time===
* For the purpose of all rules, time in Blognomic is in UTC.
+
* 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.
+
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
* Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.
+
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
 +
* An Individual may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
  
 
===Spelling===
 
===Spelling===
* 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.
 +
* The terms “Individual” and “Player” are synonyms.
  
 
===Names===
 
===Names===
* Within the ruleset, a word only refers to the name of a Scribe if it is explicitly stated that it refers to a Scribe's name.
+
* Within the Ruleset, a word only refers to the name of an Individual if it is explicitly stated that it refers to an Individual’s name.
 +
* If a rule would ever have no name, it is instead named “Unnamed Rule”.
 +
* The names of rules are not themselves rule text and have no effect other than being rule names.
 +
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
 +
* When referring to a Proposal, the name used in reference to a specific Proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a Proposal named “Changes [Core]” could instead be referred to by the name “Changes”.
  
 
===Prioritisation===
 
===Prioritisation===
Line 417: Line 714:
 
# The Appendix has precedence over any Rule;
 
# The Appendix has precedence over any Rule;
 
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
 
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Scribes may Kick each other” and “Scribes may not kick each other on Tuesdays” exist, and it is Tuesday, Scribes may not Kick each other.)
+
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Individuals may Kick each other” and “Individuals may not Kick each other on Tuesdays” exist, and it is Tuesday, Individuals may not Kick each other.)
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Scribes may Punch a Spaceman on Friday” and “Scribes may not Punch Spacemen on Friday”, then Scribes may not Punch Spacemen on Friday.)
+
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Individuals may Punch a Spaceman on Friday” and “Individuals may not Punch Spacemen on Friday”, then Individuals may not Punch Spacemen on Friday.)
 +
# Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.
  
 
</div>
 
</div>

Latest revision as of 09:00, 29 January 2020

Contents

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Individuals shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current Dynasty; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which complements and clarifies the Ruleset.

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

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

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

Individuals

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

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

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

Idle Individuals

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

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

When an Individual 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 Individual Idled in a different Dynasty), the Individual is given the default value for new Individuals, if such a value exists.

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

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

Idle Admins can enact and fail Votable Matters.

Dynasties

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

Votable Matters

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

Votes

Each Individual may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. An Individual’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-Individual never has a Vote, even if they were an Individual previously and had cast a valid Vote.

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

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

Enacting and Failing

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

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

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

Proposals

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

Special Proposal Voting

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

Resolution of Proposals

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

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

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

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

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

Calls for Judgement

If two or more Individuals actively disagree as to the interpretation of the Ruleset, or if an Individual feels that an aspect of the game needs urgent attention, then any Individual 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 an Individual (other than the Director) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

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

If there is at least one pending DoV, BlogNomic is on Hiatus.

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

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

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

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

If a DoV is Failed and it had at least one AGAINST vote, the Individual 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, and a new Dynasty begins in which the Individual who made the DoV becomes the Director. If that Individual does not wish to retain their new status, they may pass the role of Director to another Individual by making a post to that effect, provided they haven’t yet made an Ascension Address for the new Dynasty.

A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. During this period, BlogNomic is on Hiatus.

The new Director will make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Director’s chosen theme for the new Dynasty, and it may optionally specify that the terms Individual and Director will be replaced with theme-specific terms throughout the entire Ruleset, and/or list a number of dynastic rules to keep. When such an Ascension Address is posted, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.

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

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if an Individual’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. Individuals 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 Individual within BlogNomic, and should announce publicly if they control both a non-Idle Individual and any Idle Individuals.
  • An Individual should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • An Individual should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • An Individual should not edit their own blog comments once posted, nor those of any other Individual.
  • An Individual should not edit the “Entry Date” field of a blog post.
  • An Individual should not make a DoV primarily to delay the game by putting it into Hiatus.
  • An Individual should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • An Individual 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. An Individual must use their own name in the Dice Roller, when rolling dice.
  • An Individual should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • An Individual should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.

Dynastic Rules

Researchers and Collectors

Each Individual is either a Researcher, a Collector or an Outsider, defaulting to being an Outsider. This quality is known as an Individual’s Pursuit. An Outsider may become a Collector at any time.

Each Individual has a Location, which is either a Place or Unknown, defaulting to Unknown.

An Individual’s Pursuit and Location are tracked in a wiki page called “Individuals”.

If an Individual ceases to be an Individual, all Artefacts they are carrying and in their Collection have their Location set to Unknown.

Places

Several significant places are being observed by the Institute.

Public Places

An Individual may Travel to any Public Place at any time by updating their Location to this effect. Whenever an Individual Travels to or from a Public Place, they must gain 1 Soul Damage.

  • Jerez
  • Kielce
  • Rennes
  • Eindhoven
  • Bergen
  • Norwich

Secure Places

A Researcher may Travel to any Secure Place at any time by updating their Location to this effect.

  • The Institute
  • The Containment Facility

Esoteric Places

Esoteric Places may only be Travelled to or from by methods defined in their descriptions, even if Travelling to a Place would otherwise be allowed.

  • The Warp
    • An Individual may enter The Warp by the use of an Artefact that allows it.
    • An Individual in The Warp can Swim Out of It to Travel to any Public Place by gaining 1 Spatial token.png Damage.
  • The Cathedral
    • This Place is also a Public Place.
    • This Place can be Travelled to, but only from Jerez. An Individual in The Cathedral can Travel, but only to Jerez.
    • A Individual whose Soul token.png Damage is greater than the mean average all Individuals’ Soul token.png Damage cannot enter The Cathedral.

Artefacts

Each Artefact has a Name, a Description, a Location, a Protocol and an Effect. Artefacts that exist are listed as subrules of this rule, with their Name as the name of the subrule. An Artefact’s Protocol defines Institute policy on how Researchers should and should not interact with it. An Artefact’s Effect defines what it does and how this may occur. An Artefact’s Description is flavour text.

When an Individual Focuses, they must gain one Reality token.png Damage Token.

An Artefact’s Location may be either a Place, an Individual, a Collection, or Unknown. If an Artefact’s Location is an Individual, it is said to be carried by that Individual, and all Individuals should, for the purposes of its effect or any actions taken, consider its Location to be the Location of the Individual who is carrying it. If an Individual shares a Location with an Artefact that is not being carried by another Individual, they may pick it up by setting its Location to themselves. If an Individual is carrying an Artefact, they may drop it by setting its Location to their own Location. An Individual may be carrying no more than two artefacts at any time.

Individuals and Artefacts with Unknown Locations are never considered to share a Location with any other Individuals or Artefacts.

If a Researcher fails to follow the recommendation of a Protocol they are considered to have Breached it. If a Researcher (the “Transgressor”) has Breached the Protocol for an Artefact within the past 48 hours, any Researcher may set the Transgressor’s Pursuit to Outsider and (if the Transgressor is in a Secure Place) change the Location of all Artefacts carried by the Transgressor to The Containment Facility, and change the Transgressor’s Location to Unknown.

“Carrying” an Artefact and “holding” an Artefact are synonymous.

The Pencil

  • Description: A 19cm hexagonal HB pencil with a black-painted body and no manufacturer’s name. Its lead is sharp and it appears unused.
  • Location: Unknown
  • Protocol: None
  • Effect: An Individual carrying the Pencil may Focus to erase from the ruleset any Artefact (except the Pencil) that they share a Location with.

The Tiepin

  • Location: The Warp
  • Description: A small silver clip engraved with roses and thorns. Attaching it to clothing gives the wearer the appearance of a non-specific person from any desired profession.
  • Protocol: A Researcher should not carry this Artefact in a Public Place.
  • Effect: An Individual carrying the Tiepin may Focus to change their Pursuit to Researcher, Collector or Outsider at any time.

The Lego Brick

  • Description: A yellow lego brick.
  • Location: Tantusar's collection
  • Protocol: None
  • Effect: Whenever an Individual transitions from not being in the same Location as this Artefact, to being in the same Location as this Artefact, they gain 1 Flesh token.png Damage. This Artefact is Alive.

The Satchel

  • Description: A battered leather satchel with two brass buckles.
  • Location: Unknown
  • Protocol: A Researcher should not carry this Artefact while in The Containment Facility.
  • Effect: When an Artefact is being recovered, if the carrier of the Satchel is in the selected Location, no die roll is made to determine the Individual who will carry the Artefact: the Satchel carrier gains it instead. The Location of an Individual carrying the Satchel is always considered to be a Public Place for the purposes of recovery rolls.

The Paperclip

  • Description: A standard Gem-type 0.75g paper clip, bearing a few small rust spots.
  • Location: Tantusar's collection
  • Protocol: None
  • Effect: If there is more than one Individual who is a Collector, and one specific Collector has a number of Soul token.png Damage Tokens that is greater than zero and greater than that of every other Collector, then an Individual carrying the Paperclip may Focus to perform the following Atomic Action:
  1. Change the Pursuit of that specific Collector to Researcher;
  2. Change the Pursuit of any Individual who is a Researcher to Collector;
  3. And set the Location of the Paperclip to Unknown.

The Switchcomb

  • Description: A novelty comb that is attached to a switchblade handle. It looks cheaply made, the sort of junk you would see at a tourist trap in a mall.
  • Location: Cuddlebeam's Collection
  • Protocol: Whenever you enter a Place, use this Artefact on another Individual with at least 2 Artefacts if such an Individual exists in that Place.
  • Effect: An Individual carrying the Switchcomb may Focus to target at least one [REDACTED] in a Place they are located in. If the Target is not a Researcher, they drop a random Artefact they are carrying, if they have at least 2 Artefacts.

The Marble

  • Description: A simple marble, it seems to roll in such a way that it is easy to lose.
  • Location: Tantusar’s collection
  • Protocol: To not use this Artefact.
  • Effect: An Individual carrying the Marble may Focus to gain 1 Soul token.png Damage, set the Marble’s Location to Unknown and set another Artefact’s Location from Unknown to their Location.

The Bottle of Gin

  • Description: A bottle of own-brand supermarket gin. It cannot be opened, either by unscrewing the cap or by breaking the glass. The liquid glows with a bluish-purple hue under ultraviolet light.
  • Location: The Warp
  • Protocol: None.
  • Effect: If an Individual carrying the Bottle of Gin would receive [REDACTED] Damage, they receive an equal amount of [REDACTED] Damage instead.

The Goggles

  • Description: A pair of novelty glasses with what appears to be beer in the lenses. It is branded with the logo of a well-known internet search company.
  • Location: Cuddlebeam’s Collection
  • Protocol: None
  • Effect: None.

The Picture Frame

  • Location: The Individual named card
  • Description: A 2m diameter metallic ring with arms and legs.
  • Protocol: None
  • Effect: This Artefact is Alive. As its Behavior it will set the Location all Individuals that share Location with it, to The Warp. An Individual holding the Frame may Focus to send an Individual of their choice at their Location to The Warp.

The Security Pass

  • Description: A top-level Institute security pass, with lanyard, hologram and various psychic reflectors.
  • Location: The Individual called Josh
  • Protocol: A Researcher should never drop this Artefact.
  • Effect: A Researcher carrying this Artefact in the Containment Facility may ignore that Location’s restriction on picking items up there. They may also Travel to any Secure Place at any time by updating their own Location to this effect.

The Lunchbox

  • Description: A small child’s lunchbox, decorated with Pokémon colours. Dented, with the colours starting to wear off.
  • Location: The Warp
  • Protocol: If a Researcher has the means to destroy this Artefact then they must do so within 24 hours of having gained the capability to do so.
  • Effect: An Individual carrying the Lunchbox may, as a daily action, Focus to carry out the Effect of an Artefact in their Collection as if they were carrying it.

The Left Shoe

  • Description: A patent leather brogue, tan, EU 42 / US 9.5. Brand new, not broken in.
  • Location: Cuddlebeam’s Collection
  • Protocol: None
  • Effect: The Individual carrying the Left Shoe may Focus to throw it. Once the Left Shoe has been thrown, the Individual who threw it should randomly select a Place (including Unknown, the Warp, and all Individuals’ Collections). The Left Shoe’s Location is set to that Place. Any other Artefacts at that Place are then also relocated to Places at random.

The Right Shoe

  • Description: A plimsol in pale blue. EU 38 / US 7.5. Sole is worn through at the toe.
  • Location: Unknown
  • Protocol: None
  • Effect: If ever the Left Shoe and the Right Shoe are in the same Location, any Individual may remove both Artefacts from the ruleset.

The Glove

  • Description: A size 8½ brown leather driving glove with light scorch marks.
  • Location: Unknown
  • Protocol: A Researcher should not use this Artefact in the Containment Facility.
  • Effect: An Individual carrying the Glove may Focus to take 4 Reality token.png Damage and set the Location of a Nearby Artefact to themselves. An Artefact is Nearby an Individual if it is in their Location, or in the Collection of a Individual in the same Location as them. (Setting an Artefact’s Location in this way is not considered to be picking it up.)

The Attendant

  • Description: A traveller of ambiguous appearance, never fully glimpsed by Institute surveillance but suspected to be visiting from either the past or the future.
  • Location: Bergen
  • Protocol: A Researcher should not Clash with this Artefact.
  • Effect: The Attendant is Alive. The Attendant is considered to be an Individual for the purposes of all dynastic rules. The Director may cause the Attendant to perform any action that it could perform as an Individual, but only if a person (who is neither an Individual nor the Director) has privately suggested this to the Director.

The Taffy

  • Description: A block of taffy that is extraordinarily sticky, but can't be wrapped: any attempt to contain it in paper or plastic fails as it simply sloughs off the material.
  • Location: card's collection
  • Protocol: None
  • Effect: As a Daily Action, if the Individual carrying the Taffy is in a Public Place, they can Focus to Stick the Taffy. When an Individual Sticks the Taffy they must immediately Travel to a different Public Place, ensuring that the comment field in the wiki changelog contains the words "Sticking the Taffy". For the subsequent 72 hours the source and destination locations are considered to be the same location for all dynastic rules.

The Sequin Brooch

  • Description: A piece of plastic costume jewellery that is studded with sequins.
  • Location: The Warp
  • Protocol: None
  • Effect: This Artefact is Alive. As its Behaviour it will move to a random Public or Secure Location. If the Sequin Brooch is in the Containment Facility then the rule entitled "Containment" is considered to be flavour text. This effect takes priority over the provisions of the rule entitled "Containment".

The Cuppa

  • Description: It’s a porcelain mug with a seemingly endless supply of tea.
  • Location: Unknown
  • Protocol: None
  • Effect: An Individual at Norwich holding this item may as a Daily Action perform a Focus to remove 2 Damage Tokens (neither of which is a Reality token.png token) from themselves.

Sparkling Cream

  • Description: A mysterious, stillborn item from The Warp.
  • Protocol: None
  • Location: Cuddlebeam's Collection
  • Effect: This Item is Alive and begins with 10 Spatial token.png Damage. The holder of this item may focus to remove all Soul token.png Damage Tokens from an Individual at their Location. and grant this item 1 Spatial token.png Damage. If this item has 13 or more Spatial token.png Damage, it is removed from the Ruleset. This is a Fetal Artefact.

The Transistor Radio

  • Description: A small AM transistor radio with a silver plastic casing and General Electric branding, circa 1955. Any spoken or sung audio picked up by the radio will occasionally have its words altered to a list of numbers, delivered in the transmitted voice. Some such messages have been decoded to produce geographic coordinates or short sentences.
  • Location: Unknown
  • Protocol: None.
  • Effect: Idle Individuals and the Director are encouraged to privately send the carrier of the Transistor Radio their thoughts on possible loopholes in the ruleset.

Glowing Cream

  • Description: A mysterious, stillborn item from The Warp.
  • Protocol: None
  • Location: The individual named card
  • Effect: This Item is Alive and begins with 10 Spatial token.png Damage. The holder of this item may focus to remove all Soul token.png Damage Tokens from an Individual at their Location. and grant this item 1 Spatial token.png Damage. If this item has 13 or more Spatial token.png Damage, it is removed from the Ruleset. This is a Fetal Artefact.

Shining Elixer

  • Description: A mysterious, stillborn item from The Warp.
  • Protocol: None
  • Location: The Warp
  • Effect: This Item is Alive and begins with 10 Spatial token.png Damage. The holder of this item may focus to grant 3 Spatial token.png Damage Tokens to an Alive Artefact at their Location. . and grant this item 1 Spatial token.png Damage. If this item has 13 or more Spatial token.png Damage, it is removed from the Ruleset. This is a Fetal Artefact.

Damage

Individuals can have Damage Tokens (AKA simply “Damage”), tracked on the Individuals wikipage. Not having any of a certain Damage Token is tracked by its absence. The following are the kinds of Damage Tokens and their effects at having a certain amount of that kind of Damage Token (if any):

  • Flesh (Flesh token.png): When you have 5 or more Flesh token.png Damage Tokens, you cannot Travel. If you have 10 or more Flesh token.png Damage Tokens, you cannot perform Dynastic Actions except Second Wind.
  • Soul (Soul token.png):
  • Reality (Reality token.png): When you have 10 or more Reality token.png Damage Tokens, set all of your amounts of other kinds of Damage Tokens to a random amount between 0 and 10 for each, then set your Reality token.png Damage tokens to 0.
  • Spatial (Spatial token.png): If an Individual has 7 or more Spatial token.png Damage, whenever they Travel, their Location is immediately after set to a random Public Place. If an Individual has 10 or more Spatial token.png Damage, their Location becomes the Warp whenever it is a Location other than the Warp.

If (and only if) an Individual has had 10 or more Flesh token.png Damage Tokens for the last 72 hours or more, they can perform Second Wind: Lose Flesh token.png Damage Tokens until you have 9, then gain Soul token.png Damage Tokens equal to that amount of Flesh token.png Damage Tokens lost.

Collections

Each Individual has a Collection. As a daily action, an Individual may put an Artefact that they are carrying into their Collection by changing its Location to read “x’s Collection”, where x is their own name. Artefacts in Collections are never considered to share a Location with any other Individuals or Artefacts. Individuals may reclaim Artefacts from their Collection as a daily action by Focusing.

As a Daily Action, a Collector may add one Soul token.png Damage Token to every Collector whose Collection contains fewer items than their own.

If a Researcher adds an Artefact to their Collection, this act is considered to be a Breach of Protocol for that Artefact (regardless of whether it has a Protocol).

Locating Artefacts

If no Individual has changed Location in the past 16 hours and if an Artefact’s Location is Unknown, any Individual may (as a daily communal action) attempt to recover a lost Artefact by selecting a Public Place with at least one Individual and an Artefact with an Unknown Location (each at random) and applying the following:

  • If any Collectors are in the selected Place, one of them is selected at random to become the Artefact’s Location;
  • Otherwise if any Individuals are in the selected Place, one of them is selected at random to become the Artefact’s Location

Alive Artefacts

Artefacts can be Alive, and are by default not Alive. Alive Artefacts can have Damage Tokens, and these are tracked on the Individuals page. An Alive Artefact with seven or more Damage Tokens is considered Incapacitated.

If an Alive Artefact is not Incapacitated, it cannot be picked up.

As a Weekly Communal Action, an Individual or the Director can cause a Roaming. This causes each not-Incapacitated Alive Artefact (in the order they appear in the ruleset) to change its Location to a random Public Place (unless it is in a Secure Place), and then (if it is not now in the Containment Facility) to perform its Behavior (if any) as described in its Effect. The Director is encouraged to perform a Roaming whenever possible.

An Individual may choose to Clash with an Alive Artefact that they share a Location with, by making a die roll which mentions the Artefact and which randomly determines the type of an Attack Token (which may be either Flesh token.png or Soul token.png) and of a Retaliation Token (which may be either Flesh token.png or Soul token.png): upon doing so, the Artefact gains a Damage Token of the Attack type and the Individual gains a Token of the Retaliation Type.

Containment

If an Artefact’s Location is the Containment Facility, then its Effect is considered to be flavour text.

A Researcher may not pick up an Artefact in the Containment Facility, unless they are carrying the Security Pass.

The Warp

An Individual in the Warp can Begin Diving by gaining 1 Spatial token.png Damage, and are now considered to be Diving until they perform a Dynastic Action. If an Individual has been Diving during the last 48 hours they can Retrieve a Fetal Artefact. The status of being Diving or not is tracked in the Damage column as “Dive token.png” for being Diving, and its absence for not being Diving.

When an Individual retrieves a Fetal Artefact, they add to the Ruleset’s list of Artefacts (subrules of the rule “Artefacts”) a new Artefact as per the following:

Name: X
Description: A mysterious, stillborn item from The Warp.
Protocol: None
Location: Z
Effect: Y

X is a string formed as “A B”, where B is a random word from this this: “Potion, Elixir, Ether, Pill, Panacea, Injection, Cream, Suppository” and A is a random word from: “Magical, Glowing, Incandescent, Frigid, Sparkling, Dark, Shining, Putrid, Transparent, Red, Blue, Yellow, Green, Shimmering”

Y is a string formed as “This Item is Alive and begins with 10 Spatial token.png Damage. The holder of this item may focus to C and grant this item 1 Spatial token.png Damage. If this item has 13 or more Spatial token.png Damage, it is removed from the Ruleset. This is a Fetal Artefact.”, where C is a random string from the following list:

  • Remove 3 Damage Tokens of their choice from themselves
  • Remove 3 Damage Tokens of their choice from an Individual that shares a Location with them, other than themselves.
  • Set the Location of a random Artefact you own to The Warp.
  • Remove all Spatial token.png Damage Tokens from an Individual at their Location.
  • Remove all Soul token.png Damage Tokens from an Individual at their Location.
  • Remove all Flesh token.png Damage Tokens from an Individual at their Location.
  • Remove 4 Reality token.png Damage Tokens from an Individual at their Location.
  • Grant 3 Spatial token.png Damage Tokens to an Alive Artefact at their Location.

Z is “The Individual named D”, where D is the name of the Individual that Retrieved this Artefact

Redaction

Certain aspects of the Institute’s research are classified, and blotted out of their written records. While a sentence in the Protocol or Effect of an Artefact contains the string “[REDACTED]”, that sentence is considered to be flavour text.

At any time, the Director may decide (and privately record) the Secret of any “[REDACTED]” string which appears in the Protocol or Effect of an Artefact: that Secret may be any single word or number that appears in the dynastic ruleset, such that the sentence would make grammatical sense if the “[REDACTED]” string were replaced with it. (The Director’s choice of each Secret should be made by choosing a secretly random word from a list of possible words that occur to them as being usable in the redacted space.) Upon determining such a Secret, the Director should select a secretly random Researcher and inform them of the Secret, and the string that it corresponds to.

At the request of the Individual who was told its Secret, the Director may replace the string “[REDACTED]” in the Protocol or Effect of an Artefact with its Secret.

Attainment

An Individual’s Attainment score is a number which measures their success in this world, and which may be negative.

If an Individual is a Researcher, then their Attainment score is five times the number of Artefacts in Secure Places, plus three times the number of Artefacts they are carrying, minus the number of Damage tokens they currently have.

If an Individual is a Collector, then their Attainment score is ten times the number of Artefacts in their Collection, plus three times the number of Artefacts they are carrying, minus the number of Damage tokens they currently have.

If an Individual is an Outsider, then their Attainment score is five minus the number of Damage tokens they currently have.

The first Individual to be the sole Individual who has the most Attainment past the 5th of Feburary 2020 at 12:00 UTC has achieved victory.

Institute Proposals

If a proposal has the “[Institute]” tag and its effects are confined to one or more of the Agenda Points below, it is an Institute Proposal.

Agenda Points are:-

  • Making an Outsider into a Researcher, or vice versa
  • Moving an Artefact from the Institute or from a Researcher to the Containment Facility
  • Moving an Artefact from the Containment Facility to the Institute or to a Researcher. (This is a High-Risk Agenda Point.)
  • Setting the Protocol of an Artefact to “None”
  • Setting the Protocol of an Artefact to be the same as the Protocol of another Artefact
  • Initiate a Capture with a code number (between 1 and 9999) which has been used by no other Investigations. (This is a High-Cost Agenda Point.)

An Institute Proposal may not contain more than one High-Cost Agenda Point.

Votes from Outsiders and Collectors are ignored, on Institute Proposals. Votes of FOR, DEFERENTIAL and AGAINST from the Director are ignored, on Institute Proposals. An Institute Proposal with no High-Risk Agenda Points is considered Popular if more than half of the Researchers are voting FOR it. An Institute Proposal with one or more High-Risk Agenda Points is considered Popular if three or more Researchers are voting FOR it. An Institute Proposal is considered Unpopular if at least half of the Researchers are voting AGAINST it.

Captures

For any Capture which has been Initiated in the previous 48 hours:

  • Any Researcher (who has not already done so for that Capture) may privately contact the Director naming a single Artefact to be the subject of that Capture;
  • Any Collector (who has not already done so for that Capture) may privately contact the Director naming a single Artefact they suspect that the Capture is searching for.

If a Capture has been Initiated more than 48 hours ago and not been closed, the Director may close it by performing the following atomic action:

  • Determine the Capture’s Objective in a secretly random manner, from among all Artefacts named as its subject by Researchers under this rule;
  • If the Objective is Alive and not Incapacitated, add 7 Soul token.png Damage to it.
  • If any Collectors named the Objective as their suspicion, and if the Objective’s Location is Unknown: change the Objective’s Location to the Collection of a secretly random one of those Collectors;
  • If the Objective’s Location is still Unknown: change the Objective’s Location to the Containment Facility

Magnetism

Any Individual moving from an Unknown Place to any other Place for the first time in this Dynasty may, at the same time, randomly select one Artefact whose Location is Unknown and move it to a random Public Place.


Special Case

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

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

Tags [Active]

Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, 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 DoVs require the [Victory] tag in order to grant victory to an Individual.

Atomic Actions [Active]

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

An Atomic Action may direct the performer to skip some of its steps, which the performer should do and in which case the skipped steps are considered completed for this rule.

If one or more steps of an Atomic Action were done incorrectly, the Individual must redo the Atomic Action. In redoing an Atomic Action, the Individual uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones. For instance, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Individual 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 all they did was take an illegal step later on, the result of the original dice roll would still be used in the redone step.

If an Individual arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps that they performed of that action and are considered never to have performed that action.

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

This rule cannot be overruled by the Dynastic Rules.

Seasonal Downtime [Active]

On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the rules titled “Individuals” and “Victory and Ascension” may not be taken.

Dormancy [Active]

If there are fewer than five Individuals, BlogNomic is on Hiatus.

No Orphan Variables [Active]

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

Imperial Deferentials [Active]

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

Dynastic Distance [Active]

For the purposes of dynastic rules which do not deal with voting, the Director is not an Individual.

The Traitor [Active]

The Traitor for a particular Dynasty may be an Individual (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current Dynasty is tracked privately by the Director, and the Director should not share this information with Individuals other than the Traitor.

If there is no Traitor for the current Dynasty, the Director may secretly randomly select an Individual (other than the Director) and privately inform them that they are the Traitor for the current Dynasty.

A Traitor is under no obligation to honour any informal promises they have made with other Individuals, nor to tell the truth to them, and is encouraged to betray other Individuals in order to achieve victory.

The Tree [Active]

Each Individual (including idle Individuals) may have a single Recruiter, tracked in the wiki page Player Tree, and being an Individual, an idle Individual or “nobody”. If an Individual has no Recruiter listed, they may update that wiki page to set their Recruiter to any valid value, reflecting the person (if any) that they feel was the most responsible for them joining the game of BlogNomic.

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.)

Can
“is able to”
Comment
A blog comment published to the BlogNomic weblog at blognomic.com
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Individuals.
Daily Action
If a game action is a Daily Action, each Individual 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 Individual per day.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
Dice
References to “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)
An Individual’s Effective Vote Comment with respect to a given Votable Matter is that Individual’s Comment to that Votable Matter, if any, that contains that Individual’s Vote on that Votable Matter.
Commentary
When posting a blog entry, an Individual may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
Flavour Text
If a part of the ruleset is defined as being “flavour text”, it is gamestate and remains part of the ruleset document, but is not considered to have any meaning beyond being a string of characters. Individuals 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..
Hiatus
If BlogNomic is on Hiatus, game actions defined by the Dynastic Rules or the rule titled “Proposals” may not be taken. 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.
Post
A blog post published to the BlogNomic weblog at blognomic.com
Private Message
A message sent via BlogNomic’s Private Messages system at blognomic.com.
Quorum
Quorum of a subset of Individuals is half the number of Individuals in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Individuals it is referring to, it is referring to a Quorum of all Individuals.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.
Rule
Each individually numbered section of the Ruleset is a rule, including sections that are subrules of other rules.
Shall
“is required to”
Should
“is recommended that”
Sibling Rule
Two rules are “siblings” of each other if they are both direct subrules of the same rule.
Slack
The BlogNomic Slack is located at blognomic.slack.com. Individuals may request an invite to the Slack while logged in by clicking the button in the sidebar.
Slack Channel
A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel (e.g. #random).
Story Post
A Story Post is an entry in the “Story Post” category.
Subject
The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
Subrule
A subrule is a type of rule that is nested within another rule. A Proposal that specifically affects a rule affects all of its subrules; a Proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that Proposal.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
TOC
Table of Contents.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Individual 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 Individual per week.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

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

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

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Individual 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 Individual is defined as an Individual who has been an Individual for fewer than seven days or an Individual that has unidled in the past seven days after being idle for at least 3 months.

For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an Individual’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 Individual may correct the representations to comply with the Gamestate.

If an Individual feels that a representation of the gamestate (such as a wiki page) was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules as they were at the time of the alteration, or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed alteration, Individuals are encouraged to raise a Call for Judgement instead.

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, Magenta, Orange, Purple, Black.

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

If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the Dice Roller, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Individual making this determination may do so using a private method of their choosing, instead of the Dice Roller.

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, an Individual can spend only their own values, and a rule that allows Individuals to transfer a numeric value only allows them to transfer that value from themselves to another Individual (of their choice unless otherwise stated).
  • An Individual 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 no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
  • Invalid values for game variables can never be used, even if the values stored in 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.

Rules and Proposals

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

Time

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

Spelling

  • Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
  • The terms “Individual” and “Player” are synonyms.

Names

  • Within the Ruleset, a word only refers to the name of an Individual if it is explicitly stated that it refers to an Individual’s name.
  • If a rule would ever have no name, it is instead named “Unnamed Rule”.
  • The names of rules are not themselves rule text and have no effect other than being rule names.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a Proposal, the name used in reference to a specific Proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a Proposal named “Changes [Core]” could instead be referred to by the name “Changes”.

Prioritisation

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