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Difference between revisions of "Ruleset"

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(→‎Dynastic Rules: Adding "King Anthony's Crown.")
 
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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 Islands shall obey it.
 +
 
 +
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.
  
 
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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If the Ruleset does not properly reflect all legal changes that have been made to it, any Island may update it to do so.
 +
 
 +
== Islands ==
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Any human may apply to join BlogNomic (if they are not already a Island) 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 '''Island''' (plural form '''Islands'''). An Admin shall add them to the roster in the sidebar, at which moment they become a Island.
  
== Scribes ==
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A Island may only change their name as a result of a Proposal approving the change.
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a '''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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Some Islands are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Islands 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 '''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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===Idle Islands===
  
===Idle Scribes===
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If a Island is Idle, this is tracked by their name being removed or concealed in the list of currently active Islands in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Islands”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Islands are not counted as Islands.
  
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.
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If a Proposal contains a provision that targets a specifically named Idle Island, then that Idle Island is considered to be Unidle solely for the purposes of enacting that specific provision.
  
If a Proposal contains a provision that targets a specifically named Idle Scribe, then that Idle Scribe is considered to be Unidle solely for the purposes of enacting that specific provision
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When a Island 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 Island Idled in a different Dynasty), the Island is given the default value for new Islands, if such a value exists.
  
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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An Admin may render a Island Idle if that Island has asked to become Idle in an entry or comment from the past four days, or if that Island 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 Island if that Island 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 Island who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current Dynasty.
  
An Admin may render a 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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Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.
  
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.
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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 Island, known as the Gaia. If there is no Gaia, 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 Islands may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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 +
===Votes===
 +
Each Island 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 Island’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-Island never has a Vote, even if they were a Island previously and had cast a valid Vote.
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 +
If a Island other than the Gaia casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gaia. When the Gaia 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 Gaia’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 Islands 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.
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 +
===Tags===
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 +
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag). Votable Matters require the “[Core]” tag in order to make changes to the Core Rules, the “[Special Case]” tag in order to make changes to the Special Case Rules and the “[Appendix]” tag in order to make changes to the Appendix Rules. Votable Matters other than [[#Victory and Ascension|DoVs]] require the “[Victory]” tag in order to grant victory to a Island.
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 +
If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:
 +
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
 +
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
 
== 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 Island may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Island 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 a Island 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 Gaia may use VETO as a voting icon to cast a Vote on a Proposal; when the Gaia casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gaia 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.
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* 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.
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* 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.
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If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.
  
 
== 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 Islands actively disagree as to the interpretation of the Ruleset, or if a Island feels that an aspect of the game needs urgent attention, then any Island may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
  
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
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A Pending CfJ may be Enacted by any Admin if all of the following are true:
  
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.
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* It is Popular.
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 +
A Pending CfJ may be Failed by any Admin if any of the following are true:
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 +
* It is Unpopular.
 +
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.
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 +
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”.
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If a Island (other than the Gaia) 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 Island 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 [[#hiatus|on Hiatus]].
  
A Pending DoV may be enacted if any of the following is true:
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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 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.
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* It is Popular, it has been open for at least 12 hours, and either the Gaia has Voted FOR it or it has no AGAINST Votes.
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
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* It is Popular, and it has been open for at least 24 hours.
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
 
  
A DoV may be failed if any of the following are true:
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A Pending DoV may be Failed by any Admin if any of the following are true:
  
* It has been open for voting for at least 12 hours, and the number of Scribes who are not voting AGAINST it is less than Quorum.
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* It is Unpopular, and it has been open for at least 12 hours.
* It has been open for voting for at least 48 hours and cannot be Enacted.
 
  
When a DoV fails and there are no pending DoVs, Hiatus ends.
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If a DoV is Failed and it had at least one AGAINST vote, the Island 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 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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When a DoV is Enacted, all other pending DoVs are Failed, and a new Dynasty begins in which the Island who made the DoV becomes the Gaia.
  
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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The new Gaia will make an '''Ascension Address''' by posting an entry in the “Ascension Address” category. This should specify the Gaia’s chosen theme for the new Dynasty, and it may optionally specify that the terms “Island” and “Gaia” will be replaced with theme-specific terms throughout the entire Ruleset (where the replacement terms are different, and neither includes any words in a form in which they already appear in the non-dynastic 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. Between the enactment of the DoV and the posting of the Ascension Address, no new DoV may be made and BlogNomic is on Hiatus.
  
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
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Before an Ascension Address has been posted for a new Dynasty, the Gaia may pass the role of Gaia to another Island by making a post to that effect.
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This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but it 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 a Island’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. Islands 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.
 
* 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.
 
* A Scribe should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
 
* A Scribe should not edit their own blog comments once posted, nor those of any other Scribe.
 
* A Scribe 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.
 
* 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).
 
 
 
==Seasonal Downtime==
 
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
 
  
 +
* A single person should not control more than one non-Idle Island within BlogNomic, and should announce publicly if they control both a non-Idle Island and any Idle Islands.
 +
* A Island should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
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* A Island should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
 +
* A Island should not edit their own blog comments once posted, nor those of any other Island.
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* A Island should not edit the “Entry Date” field of a blog post.
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* A Island should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Island should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
 +
* A Island should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Island must use their own name in the Dice Roller, when rolling dice.
 +
* A Island should not deliberately and unreasonably prolong the performance of a game action once they have started it.
 +
* A Island should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.
 
</div>
 
</div>
  
 
= Dynastic Rules =
 
= Dynastic Rules =
  
==Two-Player Mode==
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==Turns==
  
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.
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The game is divided into Rounds, which are tracked as a non-negative integer that is tracked in the Great Sea page of the wiki, and which defaults to 1.
  
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.
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Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either x or -, and which defaults to -. Whenever the Turn Tracker of all Islands is -, Gaia must Progress Time, which is an atomic action with the following steps:
  
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.
+
* Remove the text “DELAY:” from the title of every rule which begins with “DELAY:” and from every line of a dynastic rule where the line begins with “DELAY:”
 +
* Identify the Pool Dice, and generate and set the Weather
 +
* Increase the Round by 1
 +
* Set the Turn Tracker of all Islands to x
 +
* Make a post announcing that a new Round has started, and what the Weather, the Sea Type, and the Pool Dice for that round will be
  
==Apocrypha==
+
Once in each Round, each Island may take a Turn, by carrying out the following atomic action:
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.) The Editor may Visit the Archives this way up to twice per week.
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* Carry out this entire list of Underground Actions in any order:-
*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.
+
** Roll: Select one of their Terrain Dice and the Pool Dice, randomly select one effect from each, then apply that effect
 +
** Flood: If it is Round 6, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset.
 +
**Shift: Either increment their Pressure by 1, or set their Pressure to zero.
 +
**Consume: Check the difference between their Animal Biomass and Foliage scores. If the former is greater than the latter, reduce its Foliage by the difference between the two, to a minimum of zero, with any excess reduction being taken from that Island’s Animal Biomass score instead
 +
**Contain: Roll DICE100. If the result is lower than 3 times their pressure, explode
 +
*Selectively carry out some, all or none of this list of Overground Actions, no more than once each per turn, in any order:-
 +
**Deposit: Add a new level with 0 land to the bottom (end) of their topology
 +
**Adjust: Take an Dice Face Action as per the rule Adjustments.
 +
**Germinate: change their Pool Dice.
 +
*Set their own Turn Tracker to - and make a post to the blog summarising their Turn
  
The Editor shall only use the first method if all Maps whose date have arrived or passed have been used. If a Map specifies a Rule that would not be possible or permitted for the Editor to add, it is considered used.
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===Delayed Rules===
  
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.
+
Any rule that begins with the text “DELAY:” is considered to be a Delayed Rule. The contents of a Delayed Rule are all flavour text. Additionally, if the line of a dynastic rule begins with the text “DELAY:” that line is also considered to be flavour text.
  
If adding such a rule would create a new victory condition, the Editor shall replace all mentions of achieving victory in the rule with Scoring, and assign the rule an unused three-letter code in accordance with the rule "Grading".
+
If no Island has taken a turn since an Island last Generated Time, any Island may remove the text “DELAY:” from the title of every rule which begins with “DELAY:” and from every line of a dynastic rule where the line begins with “DELAY:”
  
A Scribe who is not the Editor may spend 1 Paper to draw a Map as a weekly action. 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.
+
==Dice==
  
===Objection!===
+
Each Island has a number of Terrain Dice (which may be referred to simply as Dice), which are held on the Great Sea page of the wiki. A Die takes the format of ‘Name: {1,2,3…}’ where the name is a single word of flavour text, and each item is an effect or outcome on the gamestate.
The Editor may Object to a map that they find unacceptable for any reason. When they do so, they must post a story post and its title should begin with “Objection: X” where X is the name of the rule being Mapped to, this is the Objection. The Editor should not mention the Author of a Map in an Objection. A Map is considered used if it specifies a rule that is the subject of an Objection that is neither Upheld nor Overturned. Scribes may post FOR and AGAINST votes on any Objection, with the appropriate voting icons, within 24 hours of it being posted; the Editor is considered to have voted For if they have not yet posted a valid voting icon. Only a Scribe’s most recent valid vote is considered to be their vote. Any votes posted after 24 hours are considered invalid. After 24 hours the Objection becomes Closed. If the For votes on a Closed Objection are greater than or equal to the number of Against votes on it then it is considered Upheld, otherwise it is considered Overturned. If an Objection is Upheld then any Map specifies the rule X is considered Used. If an Objection is Overturned then it returns to being unused and can not be Objected to again.
 
  
==Paper Money==
+
These Dice default one each of the following:
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.
+
* Brown: {No effect,1 Land,1 Land,1 Land,2 Land}
 +
* Green: {No effect,1 Foliage,1 Foliage,1 Foliage,2 Foliage}
 +
* Red: {No effect,No effect,1 Animal Biomass,2 Animal Biomass}
 +
* White {1 Mana,1 Mana,1 Mana,1 Mana,1 Mana,3 Mana}
 +
* Black: { no effect, no effect, sputter, upwell, effuse , erupt }
  
A Scribe may, at any time, transfer a positive amount of their Paper to any one other Scribe who shares their Location. A Scribe may spend a positive amount of energy to transfer an equal or smaller amount of their Paper to any one other Scribe who does not share their location.
+
An effect listed as “X Stat” (where “X” is a number and “Stat” is an aspect of an Island) means increasing the named aspect of the Island taking the action, by the amount X. (If X is a negative number, this will result in the aspect being decreased, to a minimum of zero.) Such an effect is known as a Basic Effect. The Value of an Basic Effect is the value corresponding to X, and the Stat of a basic effect is the named Aspect.
  
==Provisional Rules==
+
===Adjustments===
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.
+
An Island taking the Adjust action must choose from the following Dice Face Actions and carry it out. An Island may carry out as many of these Actions as they would like, provided that they can pay the Mana cost:
  
If a Provisional rule contradicts a non-Provisional Rule, the non-Provisional Rule always takes precedence. Additionally, a Provisional Rule cannot:
+
* Spend 1 Mana: Increase or Decrease one Basic Effect on one of their Dice by 1.
*Render illegal any pending Proposals or CfJs, or forbid any Scribe from making an otherwise legal Proposal or CfJ.
+
* Spend 2 Mana: Add a Basic Effect that appears on any of their Dice, or any Orphan Face, to any of their Dice, or remove a single Basic Effect from any Dice.
*Modify the rules of voting or enactment on a proposal that modifies it.
+
* Spend 3 Mana: Remove a No effect result from one of their Dice.
*Alter other Rules, or permit a person to alter those rules.
+
* Spend 5 Mana: Start a new Dice with a name randomly selected from the names of chemical elements (re-roling results that give names that already exist for Dice for that Island)
*Directly cause a Scribe to become Idle.
+
* Spend 5 Mana: Create a Compound Effect, joining two existing Basic Effects on a single Dice into a single Effect.
*Directly cause anyone to achieve victory.
+
* Spend 7 Mana: Destroy one of their own Dice.
  
If a rule has been Provisional for the last week, any Scribe may Unmark it.
+
===Orphan Faces===
 +
The following is a list of effects that can appear on a Dice, but currently do not:
  
==Weekly Bonuses==
+
*spring
 +
*1 crag
 +
*rare minerals
 +
*1 cave
  
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.
+
==Island Characteristics==
  
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.
+
===Topology===
 +
[[File:TopologyExamples.png|thumb|An Island with a level of 3 might have a Land score of 5,0,7, indicating that the top level has 5 units of exposed land, the second has zero (i.e. sheer cliffs), and the third level has 7 units of exposed land surrounding the cliff faces leading up to level 2.]]
 +
All Islands have a topology, which is a list of levels. A level is an integer number, and may be referred to by its position in the list. The default value for Topology is a single level with 5 land. An island’s Land is the sum of the Levels in its topology. The first level of an island’s topology is its top, and the last level is its bottom. If an island’s land is increased without specifying which level is increased, the bottom level of its topology is increased.
  
==Material Requisition==
+
Each Island has an Altitude statistic, which is the number of levels in its topology.
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==
+
To Erode an Island is to reduce the value of each of its Levels by 1 (to a minimum of zero), then to remove all zero-value Levels from its Topology which have only zero-value Levels or no Levels above them.
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>
+
===Tectonics===
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==
+
All Islands have a score for Pressure, which is an integer that is tracked on the Great Sea page of the wiki.
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
+
When an island sputters, increase its top level by 1<br>
 +
When an island effuses, increase its bottom (last) X levels by 1, where X is the lower of pressure or altitude<br>
 +
When an island upwells, add a level to its bottom (end) with pressure land<br>
 +
When an island erupts, reduce its foliage by 2 and add a level to its top (beginning) with pressure land<br>
 +
When an island explodes, reduce its foliage to 0 and remove the top half (rounding down) of its levels
  
The following resources are considered Valuable:
+
===Flora===
  
==Vanity==
+
All Islands have a score for Foliage, which is a non-negative integer that is tracked on the Great Sea page of the wiki and defaults to 0. If an Island’s Foliage would be set higher than an Island’s Land, it is instead set equal to the Island’s Land.
Each Scribe has an amount of Looks, which is tracked as numeric variables in the GNDT. New Scribes start with the same amount of Looks as the Editor.
 
  
==Objects==
+
===Fauna===
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==
+
All Islands have a score for Animal Biomass, which is a non-negative integer that is tracked on the Great Sea page of the wiki and defaults to 0.
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:
 
*'''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.
 
  
The President of the Galaxy - The President of the Galaxy may, as a weekly action, select an pending proposal and endorse it by leaving a comment that says “I’m the President of the Galaxy, and I approve this message.” This increases the looks of the Scribe that made that proposal by 3, but also increases that Scribe’s stress by 1. The President of the Galaxy may not endorse their own proposals.
+
===Ecology===
  
==Locations==
+
Islands have habitability scores, calculated as follows:
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”.
+
*Flyer Habitability is equal to the sum of an island’s levels immediately over a cliff
 +
*Runner Habitability is equal to the highest value of any single level that is not the bottom, or 0 if no such level exists
 +
*Climber Habitability is equal to an island’s foliage
 +
*Swimmer habitability is equal to the value of the island’s bottom level
 +
*Predator habitability is equal to an island’s biomass
  
As a daily action, a Scribe may spend 15 Energy to 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.
+
As an action with a Time Threshold of Round 15, an Island who is not Dying may achieve and declare victory, if every one of their Habitability scores exceeds the corresponding Habitability score of each other non-Infested Island.
  
==Abdication==
+
When an island nests, it increases its mana by its Flyer Habitability.
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.
+
When an island grazes, it increases its mana by its Runner Habitability.
 +
When an island browses, it increases its mana by its Climber Habitability.
 +
When an island beaches, it increases its mana by its Swimmer Habitability.
 +
When an island hunts, it increases its mana by its Predator Habitability.
  
==Raffle==
+
An Island with one, and no more than one Habitability that is greater than any other Island’s, with the rest of their Habitabilities below the Island average for that Habitability, is Infested.
  
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.
+
===Aesthetic Features===
  
Entry List:
+
Each Island can gain an Aesthetic Feature when instructed to by rolling the relevant result on a Terrain Dice. The available types of Aesthetic Feature are listed in this rule, and each has a name, the rule for that Feature (including the dice result that provokes it), how it is noted in the Great Sea page of the wiki, and a flavour text description of the feature that would be added to an Iisland.
  
==Offenses==
+
Name: '''Cliff'''<br/>
 +
Rule: Whenever an Island Level has a Land score of zero, that level is a Cliff.<br/>
 +
Notation: ''As per the rule Topology.''<br/>
 +
Description: A sheer face of rock and scree.
  
Offenses is a value tracked in the GNDT. Scribes start the game with 0 Offenses. Whenever a Scribe performs an action that affects GNDT statistics of another Scribe other than their Offenses and was not the direct result resolving a votable matter, the latter can once declare they are Offended by their actions up to one day after such actions took place, and subsequently increase the former’s Offenses by 1. A Scribe with 3 or more Offenses is considered Harmful. A Scribe who is not Harmful is then considered Harmless.
+
Name: '''Stream'''<br/>
 +
Rule: When an Island rolls a spring on a terrain dice, they must choose a level of their island to apply it to. If that level has a land value that is higher than zero then it forms a stream. The length of a stream is the number of levels between its source (the spring) and the bottom level of the Island, inclusive.<br/>
 +
Notation: ''An asterisk (*) next to the number on the source level of the Island’s Land variable.''<br/>
 +
Description: Fresh water spilling from a cleft in the rocks, running downhill to join the ocean.
  
==Apocryphal Rules Go Below This Point==
+
Name: '''Waterfall'''<br/>
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.
+
Rule: When an Island rolls a spring on a terrain dice, they must choose a level of their island to apply it to. If that level has a cliff then it forms a waterfall. The length of a waterfall is the number of consecutive levels of cliff between its source (the spring) and the next lowest level that has a non-zero Land score, inclusive.<br/>
 +
Notation: ''An asterisk (*) next to the number on the source level of the Island’s Land variable.''<br/>
 +
Description: Fresh water in freefall down a cliff-face, ending in a shallow bathing pool before draining away into the soil.
  
----
+
Name: '''Crags'''<br/>
----
+
Rule: When an Island rolls a Crag Basic Effect on a Terrain Dice, they must choose a cliff on their Island to apply it to. A Level may not gain a Crag if it already has a number of Crags equal to the amount of Land on the first non-cliff Level above it.<br/>
 +
Notation: ''A circumflex (^) followed by the amount of Crag on that level next to the level in question in the Island’s Land variable (eg 0^6 for a level with 6 crag).''<br/>
 +
Description: Rough, weathered, pockmarked cliff faces that plants and animals can live on if specialised.
  
==Ousting==
+
Name: '''Cave'''<br/>
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.
+
Rule: When an Island rolls a Cave Basic Effect on a Terrain Dice, they must choose a level of their Island to apply it to. A Level may not gain a Cave if it already has a number of Caves equal to the sum of the Lands of itself and all Levels above it.<br/>
 +
Notation: ''A number, tracking the amount of Cave, in brackets after the Land value of the level in question in the Island’s Land variable (eg 4(3) denotes a level with 4 land and 3 caves).''<br/>
 +
Description: Caves cutting into the bedrock of the island. Home to exotic plants and animals.
  
==Bathing==
+
Name: '''Rare Minerals'''<br/>
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.
+
Rule: When an Island rolls a Rare Minerals effect on a Terrain Dice they must choose a level of their Island to apply it to.<br/>
 +
Notation: ''The Land value of the chosen level in the Island’s Land variable should be preceeded by a dollar symbol ($) for each Rare Mineral effect that is applied there (eg $$$4 denotes a level with 4 land and 3 incidences of rare minerals)''<br/>
 +
Description: An extrusion of rare and beautiful stones and minerals
  
Bathing Effects Table:
+
If ever an Island rolls an Aesthetic Feature and cannot legally place it then they may skip that placement.
  
*1 The Scribe, after bathing, is in a good mood and decides to clean the Bathroom. The Scribe may decrease their own Stress by up to 6, but must reduce their Looks by 1.
+
==Dynastic Actions==
*2-5 The Scribe is cleaner. They may increase their own Looks by 1.
 
*6-7 Bathing does wonders for the Scribe’s image; they may increase their own Looks by 3.
 
*8-9 Out of soap, but relaxing nonetheless.  The Scribe loses 2 Stress to a minimum of 0.
 
*10 The Scribe’s singing annoys the other Scribes. The Bathing Scribe must increase the Stress of the other Scribes in the Bathroom by 1 and their own Stress by 2.
 
  
==Teaming Up ==
+
An Action has a Time Threshold if it is specified that it becomes an Action at a certain specific interval, such as a specific round number, Island turn, or date. If an Action has a Time Threshold, it only becomes an Action during that Threshold’s interval.
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.
+
==Weather==
 +
The Current Weather is a piece of gamestate, which is tracked on the Great Sea wiki page. It may any of the following Weather Options, or empty, and starts as empty. Weather Options have two parts, a Name which is how the Weather may be referred to in the game state but is otherwise flavour text, and the effect which applies only if it is the Current Weather. The Effects of the Current Weather overrule the effects of other dynastic rules.
  
==Energy==
+
* Name: Rainstorm. Effect: All Basic Effects generated on a Green dice have +1 effect.
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.
+
* Name: Drought. Effect: All Basic Effects generated on a Brown dice have +1 effect.
 +
* Name: Fog. Effect: When an Island performs the Roll action, they must select their Terrain dice randomly.
 +
* Name: Pleasant. Effect: During their turn, each Island performs the Roll an additional time.
 +
* Name: Snow. Effect: Islands may not gain Foliage, any action that would result in their Foliage increasing instead leaves their Foliage unchanged
  
==Proxies==
+
When an Island Sets the Weather, they randomly select one of the Weather Options which is not the Current Weather. That option becomes the Current Weather
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.
 
  
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.
+
==Mana==
 +
Each Island has a quantity of Mana, which is a non-negative integer tracked on the Great Sea page of the wiki.
  
=== Derelicts [?] ===
+
==Pool Dice==
Derelicts are a type of Proxy. When a Scribe changes their Location to match the Location of one or more Derelicts, they may spend 35 Energy to cause one of those Derelicts to attempt an action that only modifies GNDT gamestate.
+
Each Island has a Pool Dice, which must be the name of a single default dice or “-”, is tracked in the Great Sea page of the wiki, and defaults to -.
  
There are three Derelicts: MC Geran, MC Damanor and MC Keitalia.
+
If Gaia is required to identify the Pool Dice then the Pool Dice is whichever default dice has named in the Pool Dice field of most Islands, with ties broken by random selection. If an Island is required to select an effect from a Pool Dice then they must select from the default version of that dice, as established in the rule Dice.
  
==HHGTTG [?]==
 
If a Scribe is Harmless then they may subsequently be elected as {The President of the Galaxy}
 
  
The President of the Galaxy is an Official Position. If the President of the Galaxy isn’t mostly harmless, remove their Official Position as President of the Galaxy.
+
<!-- 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;">
  
==Grading [?]==
+
= Special Case =
Each Scribe has a list of Projects, tracked as three-letter codes tracked in the GNDT column “Projects”. New Scribes start with no Projects.
+
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.
  
A Rule can cause a Scribe to Score (by saying that the Scribe Scores) if and only if that Rule both:
+
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes an asterisk, (*) its Default Status is Inactive, otherwise, its Default Status is Active.
* has title starting with its unique code in square brackets, the code being three capital english letters;
 
* has a code for which no rule having that code has caused that Scribe to Score earlier in the current dynasty.
 
Scribes cannot Score in any other manner.
 
  
When a Scribe Scores, they gain a Project with the three-letter code of the Rule that caused them to Score, and should brag about it in a blog post. Projects should not be awarded in any other manner.
+
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.
  
This Rule takes precedence over other dynastic rules for the purpose of determining when or whether a Scribe Scores.
+
The text of a Special Case Rule that is Inactive is flavour text.
  
==King Anthony's Crown [?]==
+
==Seasonal Downtime [Active]==
Arthexis may not veto proposals. This takes precedence over all other rules.
+
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the rules titled “Islands” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
  
<!-- DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY --><br/>
+
==Dormancy [Active]==
<div style="padding:8px;background:#ddd;">
+
If there are fewer than five Islands, BlogNomic is [[#hiatus|on Hiatus]].
  
= Appendix =
+
==Imperial Deferentials [Inactive]==
 +
If the Gaia has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Islands have voted FOR the Proposal than have voted AGAINST it) or AGAINST (in all other cases).
  
==Keywords==
+
==Dynastic Distance [Active]==
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.)
+
For the purposes of dynastic rules which do not deal with voting, the Gaia is not a Island.
  
;Can
+
==The Traitor [Inactive]==
:"is able to"
+
The Traitor for a particular Dynasty may be a Island (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 Gaia, and the Gaia should not share this information with Islands other than the Traitor.
  
;Comment
+
If there is no Traitor for the current Dynasty, and BlogNomic is not on Hiatus, the Gaia may secretly randomly select a Island (other than the Gaia) and privately inform them that they are the Traitor for the current Dynasty.
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Core Proposal
+
A Traitor is under no obligation to honour any informal promises they have made with other Islands, nor to tell the truth to them, and is encouraged to betray other Islands in order to achieve victory.
: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.
 
  
;Daily Action
+
</div>
: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.
+
<div style="padding:8px;background:#ddd;">
  
;Daily Communal Action
+
= Appendix =
:A Daily Communal Action is a Daily Action that can only be performed by one Scribe per day.
 
  
;Day
+
==Keywords==
: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.
+
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.)
  
;Dice
+
===Imperatives===
: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.
+
;Can: “is able to”
 +
;Shall: “is required to”
 +
;Should: “is recommended that”
  
;Dynastic Proposal
+
===Time===
: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.
+
;Daily Action: If a game action is a Daily Action, each Island 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 Island per day.
 +
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 +
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
 +
;Weekly Action: If a game action is a Weekly Action, each Island 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 Island per week.  
  
;Effective Vote Comment (EVC)
+
===Other===
: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.
+
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 +
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Islands.
 +
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 +
;Dynastic Action: An action that is defined in the Dynastic rules.
 +
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
 +
;Effective Vote Comment (EVC): A Island’s Effective Vote Comment with respect to a given Votable Matter is that Island’s Comment to that Votable Matter, if any, that contains that Island’s Vote on that Votable Matter.
 +
;Commentary: When posting a blog entry, a Island 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. Islands 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.
 +
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken, and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
 +
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 +
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.
 +
;Quorum: Quorum of a subset of Islands is half the number of Islands in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Islands it is referring to, it is referring to a Quorum of all Islands.
 +
;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.
 +
;Slack: The BlogNomic Slack is located at blognomic.slack.com. Islands 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.
 +
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
 +
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
 +
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
 +
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com
  
;Flavour Text
+
== Gamestate Tracking ==
: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.
 
  
;Gamestate
+
===Official Posts===
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.
 
  
;IRC Channel
+
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 Island 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.
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
 
  
;May
+
An official post may only be removed as allowed by the Ruleset.
:"is permitted to"
+
An official post may be altered by its author if it is less than two hours old and either no Island 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.
  
;May not
+
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 Island 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 Island is defined as a Island who has been a Island for fewer than seven days or a Island that has unidled in the past seven days after being idle for at least 3 months.
:"is not permitted to"
 
  
;Post
+
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means.
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Private Message
+
===Representations of the Gamestate===
:A message sent via Blognomic’s Private Messages system at blognomic.com.
 
  
;Quorum
+
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Island’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 Island may correct the representations to comply with the Gamestate.
: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.
 
  
;Resolve/Resolution
+
If a Island feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
: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
+
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
+
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Island, if doing so would not require the correcting Island to make any decisions on behalf of the original Island.
  
;Shall
+
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Islands are encouraged to raise a Call for Judgement.
:"is required to"
 
  
;Should
+
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.
:"is recommended that"
 
  
;Sibling Rule
+
===Orphan Variables===
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.
 
  
;Slack
+
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.
: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.
 
  
;Slack Channel
+
A Island may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
 
  
;Story Post
+
=== Random Generators ===
:A Story Post is an entry in the “Story Post” category.
+
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
  
;Subject
+
* The DICE''N'' command can be used to generate a random number between 1 and ''N''.
: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 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.
;Subrule
+
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.
 
 
 
;Vote
 
:The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
 
 
 
;Voting Icons
 
:For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.
 
 
 
;Week
 
:References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
 
 
 
;Weekly Action
 
:If a game action is a Weekly Action, each Scribe 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 Scribe per week.  
 
  
;Wiki
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Proposal.
:The BlogNomic Wiki at http://wiki.blognomic.com
 
  
== Gamestate Tracking ==
+
If a Proposal proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Proposal must name a Island with such access. Only a Island with such access may Enact that Proposal. If that Proposal does not name a Island with such access, that Proposal is Illegal.
  
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.
+
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 Island making this determination may do so using a private method of their choosing, instead of the Dice Roller.
  
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.
+
==Atomic Actions==
  
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.
+
An Atomic Action combines otherwise separate game actions into a single action.
  
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.
+
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
 
+
* When a Island performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
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.
+
* An Atomic Action may direct the Island performing it to skip some of its steps, which the Island must do and in which case the skipped steps are considered completed for this rule.
 
+
* If a Island arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
If a 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.
+
* If one or more steps of an Atomic Action were done incorrectly, the Island must redo the Atomic Action; for that purpose, the Island uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Island would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
Scribes shall be assigned a password for the GNDT when they join the Nomic.
+
* 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.
 
 
=== Random Generators ===
 
The GNDT can be used to generate random results.
 
 
 
* 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 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.
 
  
 
==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, a Island can spend only their own values, and a rule that allows Islands to transfer a numeric value only allows them to transfer that value from themselves to another Island (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.
+
* A Island 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 a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
* If a game variable has 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 the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
* Invalid values for game variables can never be used, even if the values stored in 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, Island 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 a dynastic rule has no text and no subrules, any Island may delete it from the ruleset.
* 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.
+
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
  
 
===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.
 +
* A Island 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 “Island” and “Player” are synonyms.
 +
* Islands 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”.
  
 
===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 a Island if it is explicitly stated that it refers to a Island’s name.
 +
* If a rule would ever have no name, it is instead given the name of the proposal that created it, or (if this is not possible) the name “Unnamed Rule”.
 +
* The names of rules are flavour text.
 +
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
 +
* When referring to a 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”.
 +
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces, any text between a pair of opening and closing braces, and, in the case of Special Case Rules, any asterisks, as long as such a reference would be unambiguous.
 +
* Where a proposal refers to a second proposal by name, it is assumed to refer to the most recently posted proposal of that name which pre-dates the first proposal.
  
 
===Prioritisation===
 
===Prioritisation===
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
# The Appendix has precedence over any Rule;
+
# The Appendix has precedence over any other 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.)
+
# A Special Case Rule has equal precedence as a Dynastic Rule, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule;
# 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 contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Islands may Kick each other” and “Islands may not Kick each other on Tuesdays” exist, and it is Tuesday, Islands may not Kick each other);
 +
# If two contradicting parts have the same scope, the negative rule applies (e.g. with “Islands may Punch a Spaceman on Friday” and “Islands may not Punch Spacemen on Friday”, then Islands may not Punch Spacemen on Friday).
 +
 
 +
==Mentors==
 +
 
 +
A Island may have another Island as a Mentor. Islands who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. A Island may add or remove their own name from this list at any time.
 +
 
 +
If an unmentored Island requests a Mentor, or a new Island has joined the game and has no Mentor, the Gaia should select a Tenured Island and ask them to take that Island on as a Mentee; if they accept, then such a Mentorship is established. The Gaia should take care to consider game balance when selecting a potential mentor.
 +
 
 +
A relationship between a mentor and a mentee is a Mentorship. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Gaia should announce it in a blog post. A Island may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
 +
 
 +
If there is no Gaia, any Island who has been active in at least three previous dynasties may act as Gaia for the purposes of this rule.
 +
 
 +
===Things that a mentor must do===
 +
 
 +
A mentor must do the following:
 +
 
 +
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
 +
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
 +
*Introduce their mentee to the various platforms of the game, including the wiki, Slack, and end-of-dynasty notifications through the Facebook group or Twitter;
 +
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
 +
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Island or arrange a handover to another mentor if requested.
 +
 
 +
===Things that a mentor should do===
 +
The following sets out suggested best practice for Mentorship relationships:
 +
 
 +
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
 +
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Islands.
 +
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
 +
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.
 +
 
 +
===Things that a mentor should not do===
 +
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.
 +
 
 +
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
 +
*The mentor should not seek to dissuade the mentee from pursuing other alliances.
 +
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.
  
 
</div>
 
</div>

Latest revision as of 17:55, 1 October 2020

Core Rules

Ruleset and Gamestate

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

It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.

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

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

Islands

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

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

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

If a Island is Idle, this is tracked by their name being removed or concealed in the list of currently active Islands in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Islands”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Islands are not counted as Islands.

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

When a Island 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 Island Idled in a different Dynasty), the Island is given the default value for new Islands, if such a value exists.

An Admin may render a Island Idle if that Island has asked to become Idle in an entry or comment from the past four days, or if that Island 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 Island if that Island 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 Island 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 Island, known as the Gaia. If there is no Gaia, the Dynasty is a Metadynasty.

Votable Matters

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

Votes

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

If a Island other than the Gaia casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gaia. When the Gaia 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 Gaia’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 Islands 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.

Tags

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

If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:

  • The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
  • The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.

Proposals

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

Special Proposal Voting

When a Island 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 Gaia may use VETO as a voting icon to cast a Vote on a Proposal; when the Gaia casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gaia 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 Islands actively disagree as to the interpretation of the Ruleset, or if a Island feels that an aspect of the game needs urgent attention, then any Island may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

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

  • It is Popular.

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

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

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

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Island (other than the Gaia) 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 Island 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 Gaia 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 Island 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 Island who made the DoV becomes the Gaia.

The new Gaia will make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Gaia’s chosen theme for the new Dynasty, and it may optionally specify that the terms “Island” and “Gaia” will be replaced with theme-specific terms throughout the entire Ruleset (where the replacement terms are different, and neither includes any words in a form in which they already appear in the non-dynastic 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. Between the enactment of the DoV and the posting of the Ascension Address, no new DoV may be made and BlogNomic is on Hiatus.

Before an Ascension Address has been posted for a new Dynasty, the Gaia may pass the role of Gaia to another Island by making a post to that effect.

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

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Island’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. Islands 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 Island within BlogNomic, and should announce publicly if they control both a non-Idle Island and any Idle Islands.
  • A Island 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 Island should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Island should not edit their own blog comments once posted, nor those of any other Island.
  • A Island should not edit the “Entry Date” field of a blog post.
  • A Island should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Island should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • A Island should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Island must use their own name in the Dice Roller, when rolling dice.
  • A Island should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Island should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.

Dynastic Rules

Turns

The game is divided into Rounds, which are tracked as a non-negative integer that is tracked in the Great Sea page of the wiki, and which defaults to 1.

Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either x or -, and which defaults to -. Whenever the Turn Tracker of all Islands is -, Gaia must Progress Time, which is an atomic action with the following steps:

  • Remove the text “DELAY:” from the title of every rule which begins with “DELAY:” and from every line of a dynastic rule where the line begins with “DELAY:”
  • Identify the Pool Dice, and generate and set the Weather
  • Increase the Round by 1
  • Set the Turn Tracker of all Islands to x
  • Make a post announcing that a new Round has started, and what the Weather, the Sea Type, and the Pool Dice for that round will be

Once in each Round, each Island may take a Turn, by carrying out the following atomic action:

  • Carry out this entire list of Underground Actions in any order:-
    • Roll: Select one of their Terrain Dice and the Pool Dice, randomly select one effect from each, then apply that effect
    • Flood: If it is Round 6, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset.
    • Shift: Either increment their Pressure by 1, or set their Pressure to zero.
    • Consume: Check the difference between their Animal Biomass and Foliage scores. If the former is greater than the latter, reduce its Foliage by the difference between the two, to a minimum of zero, with any excess reduction being taken from that Island’s Animal Biomass score instead
    • Contain: Roll DICE100. If the result is lower than 3 times their pressure, explode
  • Selectively carry out some, all or none of this list of Overground Actions, no more than once each per turn, in any order:-
    • Deposit: Add a new level with 0 land to the bottom (end) of their topology
    • Adjust: Take an Dice Face Action as per the rule Adjustments.
    • Germinate: change their Pool Dice.
  • Set their own Turn Tracker to - and make a post to the blog summarising their Turn

Delayed Rules

Any rule that begins with the text “DELAY:” is considered to be a Delayed Rule. The contents of a Delayed Rule are all flavour text. Additionally, if the line of a dynastic rule begins with the text “DELAY:” that line is also considered to be flavour text.

If no Island has taken a turn since an Island last Generated Time, any Island may remove the text “DELAY:” from the title of every rule which begins with “DELAY:” and from every line of a dynastic rule where the line begins with “DELAY:”

Dice

Each Island has a number of Terrain Dice (which may be referred to simply as Dice), which are held on the Great Sea page of the wiki. A Die takes the format of ‘Name: {1,2,3…}’ where the name is a single word of flavour text, and each item is an effect or outcome on the gamestate.

These Dice default one each of the following:

  • Brown: {No effect,1 Land,1 Land,1 Land,2 Land}
  • Green: {No effect,1 Foliage,1 Foliage,1 Foliage,2 Foliage}
  • Red: {No effect,No effect,1 Animal Biomass,2 Animal Biomass}
  • White {1 Mana,1 Mana,1 Mana,1 Mana,1 Mana,3 Mana}
  • Black: { no effect, no effect, sputter, upwell, effuse , erupt }

An effect listed as “X Stat” (where “X” is a number and “Stat” is an aspect of an Island) means increasing the named aspect of the Island taking the action, by the amount X. (If X is a negative number, this will result in the aspect being decreased, to a minimum of zero.) Such an effect is known as a Basic Effect. The Value of an Basic Effect is the value corresponding to X, and the Stat of a basic effect is the named Aspect.

Adjustments

An Island taking the Adjust action must choose from the following Dice Face Actions and carry it out. An Island may carry out as many of these Actions as they would like, provided that they can pay the Mana cost:

  • Spend 1 Mana: Increase or Decrease one Basic Effect on one of their Dice by 1.
  • Spend 2 Mana: Add a Basic Effect that appears on any of their Dice, or any Orphan Face, to any of their Dice, or remove a single Basic Effect from any Dice.
  • Spend 3 Mana: Remove a No effect result from one of their Dice.
  • Spend 5 Mana: Start a new Dice with a name randomly selected from the names of chemical elements (re-roling results that give names that already exist for Dice for that Island)
  • Spend 5 Mana: Create a Compound Effect, joining two existing Basic Effects on a single Dice into a single Effect.
  • Spend 7 Mana: Destroy one of their own Dice.

Orphan Faces

The following is a list of effects that can appear on a Dice, but currently do not:

  • spring
  • 1 crag
  • rare minerals
  • 1 cave

Island Characteristics

Topology

An Island with a level of 3 might have a Land score of 5,0,7, indicating that the top level has 5 units of exposed land, the second has zero (i.e. sheer cliffs), and the third level has 7 units of exposed land surrounding the cliff faces leading up to level 2.

All Islands have a topology, which is a list of levels. A level is an integer number, and may be referred to by its position in the list. The default value for Topology is a single level with 5 land. An island’s Land is the sum of the Levels in its topology. The first level of an island’s topology is its top, and the last level is its bottom. If an island’s land is increased without specifying which level is increased, the bottom level of its topology is increased.

Each Island has an Altitude statistic, which is the number of levels in its topology.

To Erode an Island is to reduce the value of each of its Levels by 1 (to a minimum of zero), then to remove all zero-value Levels from its Topology which have only zero-value Levels or no Levels above them.

Tectonics

All Islands have a score for Pressure, which is an integer that is tracked on the Great Sea page of the wiki.

When an island sputters, increase its top level by 1
When an island effuses, increase its bottom (last) X levels by 1, where X is the lower of pressure or altitude
When an island upwells, add a level to its bottom (end) with pressure land
When an island erupts, reduce its foliage by 2 and add a level to its top (beginning) with pressure land
When an island explodes, reduce its foliage to 0 and remove the top half (rounding down) of its levels

Flora

All Islands have a score for Foliage, which is a non-negative integer that is tracked on the Great Sea page of the wiki and defaults to 0. If an Island’s Foliage would be set higher than an Island’s Land, it is instead set equal to the Island’s Land.

Fauna

All Islands have a score for Animal Biomass, which is a non-negative integer that is tracked on the Great Sea page of the wiki and defaults to 0.

Ecology

Islands have habitability scores, calculated as follows:

  • Flyer Habitability is equal to the sum of an island’s levels immediately over a cliff
  • Runner Habitability is equal to the highest value of any single level that is not the bottom, or 0 if no such level exists
  • Climber Habitability is equal to an island’s foliage
  • Swimmer habitability is equal to the value of the island’s bottom level
  • Predator habitability is equal to an island’s biomass

As an action with a Time Threshold of Round 15, an Island who is not Dying may achieve and declare victory, if every one of their Habitability scores exceeds the corresponding Habitability score of each other non-Infested Island.

When an island nests, it increases its mana by its Flyer Habitability. When an island grazes, it increases its mana by its Runner Habitability. When an island browses, it increases its mana by its Climber Habitability. When an island beaches, it increases its mana by its Swimmer Habitability. When an island hunts, it increases its mana by its Predator Habitability.

An Island with one, and no more than one Habitability that is greater than any other Island’s, with the rest of their Habitabilities below the Island average for that Habitability, is Infested.

Aesthetic Features

Each Island can gain an Aesthetic Feature when instructed to by rolling the relevant result on a Terrain Dice. The available types of Aesthetic Feature are listed in this rule, and each has a name, the rule for that Feature (including the dice result that provokes it), how it is noted in the Great Sea page of the wiki, and a flavour text description of the feature that would be added to an Iisland.

Name: Cliff
Rule: Whenever an Island Level has a Land score of zero, that level is a Cliff.
Notation: As per the rule Topology.
Description: A sheer face of rock and scree.

Name: Stream
Rule: When an Island rolls a spring on a terrain dice, they must choose a level of their island to apply it to. If that level has a land value that is higher than zero then it forms a stream. The length of a stream is the number of levels between its source (the spring) and the bottom level of the Island, inclusive.
Notation: An asterisk (*) next to the number on the source level of the Island’s Land variable.
Description: Fresh water spilling from a cleft in the rocks, running downhill to join the ocean.

Name: Waterfall
Rule: When an Island rolls a spring on a terrain dice, they must choose a level of their island to apply it to. If that level has a cliff then it forms a waterfall. The length of a waterfall is the number of consecutive levels of cliff between its source (the spring) and the next lowest level that has a non-zero Land score, inclusive.
Notation: An asterisk (*) next to the number on the source level of the Island’s Land variable.
Description: Fresh water in freefall down a cliff-face, ending in a shallow bathing pool before draining away into the soil.

Name: Crags
Rule: When an Island rolls a Crag Basic Effect on a Terrain Dice, they must choose a cliff on their Island to apply it to. A Level may not gain a Crag if it already has a number of Crags equal to the amount of Land on the first non-cliff Level above it.
Notation: A circumflex (^) followed by the amount of Crag on that level next to the level in question in the Island’s Land variable (eg 0^6 for a level with 6 crag).
Description: Rough, weathered, pockmarked cliff faces that plants and animals can live on if specialised.

Name: Cave
Rule: When an Island rolls a Cave Basic Effect on a Terrain Dice, they must choose a level of their Island to apply it to. A Level may not gain a Cave if it already has a number of Caves equal to the sum of the Lands of itself and all Levels above it.
Notation: A number, tracking the amount of Cave, in brackets after the Land value of the level in question in the Island’s Land variable (eg 4(3) denotes a level with 4 land and 3 caves).
Description: Caves cutting into the bedrock of the island. Home to exotic plants and animals.

Name: Rare Minerals
Rule: When an Island rolls a Rare Minerals effect on a Terrain Dice they must choose a level of their Island to apply it to.
Notation: The Land value of the chosen level in the Island’s Land variable should be preceeded by a dollar symbol ($) for each Rare Mineral effect that is applied there (eg $$$4 denotes a level with 4 land and 3 incidences of rare minerals)
Description: An extrusion of rare and beautiful stones and minerals

If ever an Island rolls an Aesthetic Feature and cannot legally place it then they may skip that placement.

Dynastic Actions

An Action has a Time Threshold if it is specified that it becomes an Action at a certain specific interval, such as a specific round number, Island turn, or date. If an Action has a Time Threshold, it only becomes an Action during that Threshold’s interval.

Weather

The Current Weather is a piece of gamestate, which is tracked on the Great Sea wiki page. It may any of the following Weather Options, or empty, and starts as empty. Weather Options have two parts, a Name which is how the Weather may be referred to in the game state but is otherwise flavour text, and the effect which applies only if it is the Current Weather. The Effects of the Current Weather overrule the effects of other dynastic rules.

  • Name: Rainstorm. Effect: All Basic Effects generated on a Green dice have +1 effect.
  • Name: Drought. Effect: All Basic Effects generated on a Brown dice have +1 effect.
  • Name: Fog. Effect: When an Island performs the Roll action, they must select their Terrain dice randomly.
  • Name: Pleasant. Effect: During their turn, each Island performs the Roll an additional time.
  • Name: Snow. Effect: Islands may not gain Foliage, any action that would result in their Foliage increasing instead leaves their Foliage unchanged

When an Island Sets the Weather, they randomly select one of the Weather Options which is not the Current Weather. That option becomes the Current Weather

Mana

Each Island has a quantity of Mana, which is a non-negative integer tracked on the Great Sea page of the wiki.

Pool Dice

Each Island has a Pool Dice, which must be the name of a single default dice or “-”, is tracked in the Great Sea page of the wiki, and defaults to -.

If Gaia is required to identify the Pool Dice then the Pool Dice is whichever default dice has named in the Pool Dice field of most Islands, with ties broken by random selection. If an Island is required to select an effect from a Pool Dice then they must select from the default version of that dice, as established in the rule Dice.



Special Case

Special Case Rules can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.

Special Case Rules have a Default Status, which can be Active or Inactive. If the title of a Special Case Rule includes an asterisk, (*) its Default Status is Inactive, otherwise, its Default Status is Active.

When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.

The text of a Special Case Rule that is Inactive is flavour text.

Seasonal Downtime [Active]

On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the rules titled “Islands” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.

Dormancy [Active]

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

Imperial Deferentials [Inactive]

If the Gaia has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Islands 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 Gaia is not a Island.

The Traitor [Inactive]

The Traitor for a particular Dynasty may be a Island (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 Gaia, and the Gaia should not share this information with Islands other than the Traitor.

If there is no Traitor for the current Dynasty, and BlogNomic is not on Hiatus, the Gaia may secretly randomly select a Island (other than the Gaia) 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 Islands, nor to tell the truth to them, and is encouraged to betray other Islands in order to achieve victory.

Appendix

Keywords

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

Imperatives

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

Time

Daily Action
If a game action is a Daily Action, each Island 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 Island per day.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Island 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 Island per week.

Other

Comment
A blog comment published to the BlogNomic weblog at blognomic.com
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Islands.
Dice
References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
Dynastic Action
An action that is defined in the Dynastic rules.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Island’s Effective Vote Comment with respect to a given Votable Matter is that Island’s Comment to that Votable Matter, if any, that contains that Island’s Vote on that Votable Matter.
Commentary
When posting a blog entry, a Island 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. Islands 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, Dynastic Actions may not be taken, and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
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 Islands is half the number of Islands in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Islands it is referring to, it is referring to a Quorum of all Islands.
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.
Slack
The BlogNomic Slack is located at blognomic.slack.com. Islands 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.
Uphold
To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Island 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 Island 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 Island 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 Island is defined as a Island who has been a Island for fewer than seven days or a Island that has unidled in the past seven days after being idle for at least 3 months.

Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means.

Representations of the Gamestate

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

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

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

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Islands are encouraged to raise a Call for Judgement.

The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page Gamestate Modifications if this is not possible.

Orphan Variables

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

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

Random Generators

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

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

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

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

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

Atomic Actions

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

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

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend” 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, a Island can spend only their own values, and a rule that allows Islands to transfer a numeric value only allows them to transfer that value from themselves to another Island (of their choice unless otherwise stated).
  • A Island who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
  • If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
  • Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the Dice Roller if N is greater than one million.

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, Island A gains 1 point”), that step is ignored for the purposes of enactment. Once a Proposal has been enacted, it can have no further direct effect on the gamestate.
  • If a dynastic rule has no text and no subrules, any Island may delete it from the ruleset.
  • A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.

Time

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

Names

  • Within the Ruleset, a word only refers to the name of a Island if it is explicitly stated that it refers to a Island’s name.
  • If a rule would ever have no name, it is instead given the name of the proposal that created it, or (if this is not possible) the name “Unnamed Rule”.
  • The names of rules are flavour text.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a 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”.
  • When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces, any text between a pair of opening and closing braces, and, in the case of Special Case Rules, any asterisks, as long as such a reference would be unambiguous.
  • Where a proposal refers to a second proposal by name, it is assumed to refer to the most recently posted proposal of that name which pre-dates the first proposal.

Prioritisation

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

Mentors

A Island may have another Island as a Mentor. Islands who are willing to act as a Mentor are listed on the Mentorships wiki page, and are said to be “Tenured”. A Island may add or remove their own name from this list at any time.

If an unmentored Island requests a Mentor, or a new Island has joined the game and has no Mentor, the Gaia should select a Tenured Island and ask them to take that Island on as a Mentee; if they accept, then such a Mentorship is established. The Gaia should take care to consider game balance when selecting a potential mentor.

A relationship between a mentor and a mentee is a Mentorship. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Gaia should announce it in a blog post. A Island may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

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

Things that a mentor must do

A mentor must do the following:

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

Things that a mentor should do

The following sets out suggested best practice for Mentorship relationships:

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

Things that a mentor should not do

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

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