Difference between revisions of "Ruleset"

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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all CICs 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 Thieves shall obey it.
  
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
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It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.
  
CICs 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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The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
  
If the Ruleset does not properly reflect all legal changes that have been made to it, any CIC may update it to do so.
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If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Thief may update it to do so.
  
== CICs ==
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The gamestate tracking page for this dynasty is the [[The Garret]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
Any human may apply to join BlogNomic (if they are not already a CIC) 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 '''CIC'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a CIC.
 
  
A CIC may cease to be a CIC at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a CIC in this way may not become a CIC again within the following two weeks. A CIC may only change their name as a result of a proposal approving the change.
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== Thieves ==
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A human with access to the blog who is not already a Thief may make a blog post making clear their wish to be a Thief (plural form Thieves); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Thief. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
Some CICs are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. CICs 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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A Thief may only change their name as a result of a Proposal approving the change.
  
===Idle CICs===
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Some Thieves are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Thieves who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. Thieves may be made Admins through Proposal or CFJ.
  
Some CICs 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”, “CICs”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle CICs are not counted as CICs.
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A Thief may cease to be a Thief at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Thief in this way may not become a Thief again within the following two weeks.
  
If a Proposal contains a provision that targets a specifically named Idle CIC, then that Idle CIC is considered to be Unidle solely for the purposes of enacting that specific provision
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===Idle Thieves ===
  
When a CIC 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 CIC Idled in a different dynasty), the CIC is given the default value for new CIC, if such a value exists.
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If a Thief is Idle, this is tracked by their name being removed or concealed in the list of currently active Thieves in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Thieves ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Thieves are not counted as Thieves . The combined term “Idle Thief” can be used to refer to Thieves who are Idle even in rules that do not treat them as Thieves.
  
An Admin may render a CIC Idle if that CIC has asked to become Idle in an entry or comment from the past four days, or if that CIC 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 CIC if that CIC 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 CIC 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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If a Proposal contains a provision that targets a specifically named Idle Thief, then that Idle Thief is considered to be Unidle solely for the purposes of enacting that specific provision.
  
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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When a Thief is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Thief Idled in a different Dynasty), the Thief is given the default value for new Thieves, if such a value exists.
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An Admin may render a Thief Idle if that Thief has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Thief has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Thief during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Thief if that Thief is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Thief who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
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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.
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Idle admins can resolve Votable Matters as a non-idle admin would.
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===Dormancy===
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If there are fewer than four Thieves (not including the Observer), then BlogNomic is on Hiatus.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single CIC, known as the UNSG. If there is no UNSG, the Dynasty is a Metadynasty.
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BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Thief, known as the Observer. If there is no Observer, the Dynasty is a Metadynasty.
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An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Thief may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Observer is not a Thief.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which CICs may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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A '''Votable Matter''' is a post which Thieves may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each CIC 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 CIC’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-CIC never has a Vote, even if they were a CIC previously and had cast a valid Vote.
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Each Thief may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Thief's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Thief never has a Vote, even if they were a Thief previously and had cast a valid Vote.
  
If a CIC other than the UNSG casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the UNSG. When the UNSG 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 UNSG's Vote for the purposes of other rules unless otherwise specified.
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If a Thief other than the Observer casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Observer. When the Observer 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 Observer's Vote for the purposes of other rules unless otherwise specified. When the Observer themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
 
* It has a number of FOR Votes that exceed or equal Quorum.
 
* It has a number of FOR Votes that exceed or equal Quorum.
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.
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* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.  
  
 
A Votable Matter is '''Unpopular''' if any of the following are true:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of CICs who are not voting AGAINST it is less than Quorum.
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* The number of Thieves who are not voting AGAINST it is less than Quorum.
* It has been open for voting for at least 48 hours is not Popular.
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* It has been open for voting for at least 48 hours and it is not Popular.
  
 
=== Enacting and Failing ===
 
=== Enacting and Failing ===
  
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.
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A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.
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A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.
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This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.
  
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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===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).
  
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
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Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
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* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
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* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
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* 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 CIC may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the CIC already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any Thief may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Thief already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a CIC 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 UNSG may use VETO as a voting icon to cast a Vote on a proposal; when the UNSG casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the UNSG later changes their Vote.
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When a Thief casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Observer may use VETO as a voting icon to cast a Vote on a Proposal; when the Observer casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Observer later changes their Vote.
  
 
=== 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 all of the following are true:
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The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
 
* It has been open for voting for at least 12 hours.
 
* It has been open for voting for at least 12 hours.
* It has not been Vetoed or Self-Killed.
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* It has not been Vetoed or Withdrawn.
  
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
  
 
* It is Unpopular.
 
* It is Unpopular.
* It has been Vetoed or Self-Killed.
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* It has been Vetoed or Withdrawn.
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If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.
  
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
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When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Thief A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more CICs actively disagree as to the interpretation of the Ruleset, or if a CIC feels that an aspect of the game needs urgent attention, then any CIC may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
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If two or more Thieves actively disagree as to the interpretation of the Ruleset, or if a Thief feels that an aspect of the game needs urgent attention, then any Thief may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
  
A Pending CfJ may be Enacted by any Admin if all of the following are ture:
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A Pending CfJ may be Enacted by any Admin if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
Line 92: Line 117:
  
 
* It is Unpopular.
 
* It is Unpopular.
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities.
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* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.
  
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
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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 CIC (other than the UNSG) 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 “CICs”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
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If a Thief (other than the Observer) 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 CIC 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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A Thief's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Thief may be made unidle, and no new player joining requests may be administered.
  
A Pending DoV may be Enacted by any Admin if any of the following is true:
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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 UNSG has Voted FOR it or it has no AGAINST Votes.
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* It has a number of FOR Votes greater than 2/3rds of the number of Thieves, it has been open for at least 12 hours, and either the Observer has Voted FOR it or it has no AGAINST Votes.
* It is Popular, and it has been open for at least 24 hours.
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* It has a number of FOR Votes greater than 2/3rds of the number of Thieves, and it has been open for at least 24 hours.
  
 
A Pending DoV may be Failed by any Admin if any of the following are true:
 
A Pending DoV may be Failed by any Admin if any of the following are true:
  
 
* It is Unpopular, and it has been open for at least 12 hours.
 
* It is Unpopular, and it has been open for at least 12 hours.
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* It is more than 48 hours old 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 Thief who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
  
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the CIC who made the DoV as its UNSG. That CIC may pass this role to another CIC at this point by making a post to that effect, if they wish. The Hiatus continues until the new UNSG makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the UNSG's chosen theme for the new Dynasty, and may optionally specify that the terms CIC and UNSG 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, the Thief who posted the DoV becomes Observer, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
  
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 CIC who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
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If the game is in an Interregnum then the new Observer must either Pass the Mantle (by making a post naming a Thief who was not the last dynasty’s Observer, in which case the passing Thief ceases to be the Observer and the Thief so named becomes the Observer) or start a new dynasty by completing the following Atomic Action:
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* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Observer's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
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* Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
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* Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
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* Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
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* Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the Observer is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].</blockquote>
  
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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Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
  
 
== Fair Play ==
 
== Fair Play ==
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a CIC'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 Thief's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Thieves should vote against any DoV that relies on having broken a fair play rule.
  
* A single person should not control more than one non-Idle CIC within BlogNomic, and should announce publicly if they control both a non-Idle CIC and any Idle CICs.
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* A single person should not control more than one non-Idle Thief within BlogNomic, and should announce publicly if they control both a non-Idle Thief and any Idle Thieves. This extends to exerting full control over the actions of another Thief, defined here as the controlled Thief's game behavior being functionally indistinguishable from if the controlling Thief was logged into their account and playing through it, over a period of more than a day.
* A CIC should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
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* A Thief should not “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 CIC should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
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* A Thief should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
* A CIC should not edit their own blog comments once posted, nor those of any other CIC.
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* A Thief should not edit their own blog comments once posted, nor those of any other Thief.
* A CIC should not edit the "Entry Date" field of a blog post.
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* A Thief should not edit the “Entry Date” field of a blog post.
* A CIC should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Thief should not make a DoV primarily to delay the game by putting it into Hiatus.
* A CIC should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
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* A Thief should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
* A CIC should not roll dice in the GNDT that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action.
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* A Thief should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Thief must use their own name in the Dice Roller, when rolling dice.
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* A Thief should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Thief should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Thief to achieve victory.
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* A Thief should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
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*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Thief or Thieves to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
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**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
 +
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.
  
==Seasonal Downtime==
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All Thieves and idle Thieves should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Thieves are encouraged to commit to upholding them to whatever extent is possible.
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”.
 
  
==Atomic Actions==
+
</div>
 +
 
 +
= Dynastic Rules =
 +
 
 +
==Shots==
 +
Thieves may create Shots by taking photographs (or having photographs taken on their behalf) and hosting them through the image hosting functionality offered by the BlogNomic wiki.
  
When a CIC performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other action defined in the Ruleset until all such steps are complete. In addition, the CIC performing an Atomic Action performs its steps as quickly as they are able.
+
A Shot is confirmed as Authentic if it was taken outside and includes an appearance of a hand-written note (as part of the Shot) which includes the name of an active Thief and the Merriam Webster Word of the Day for the day on which the Shot was taken, or the preceding day (per http://www.merriam-webster.com/word-of-the-day). Such a post is known as a Snap. A typographical error does not prevent the Shot from being Authentic, as long as it’s obvious what the intended word is.
  
If one or more steps of an Atomic Action were done incorrectly, the CIC must redo the Atomic Action. In redoing an Atomic Action, the CIC uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.
+
==Criteria==
 +
There exist a number of Public Criteria, which are a type of Criteria, and which are listed in this rule. Each Thief has a set of up to five Private Criteria, which are a type of Criteria - defaulting to blank. Each Private Criteria is privately tracked by its Thief, and publicly tracked by its sha256 hash which includes the Private Criteria plus a salt of 5 characters or less. Each Private Criteria also has a publicly-tracked count of satisfying Shots and unsatisfying Shots, both defaulting to 0. At any time a Thief may change any of their Private Criteria as an atomic action named Criteria Refresh with the following steps:
 +
* Post the hash and the secret text of each Private Criteria being changed in a blog entry.
 +
* For each Private Criteria being changed, update the hash and reset its satisfying and unsatisfying counts to zero.
  
For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the CIC would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.
+
An Authentic Shot’s Criteria Score is equal to the number of Criteria it meets.
  
If the Atomic Action was illegal due to a die that was wrong in the GNDT (for example, rolling a 1 on a DICE6 gives that CIC a point and the rest do nothing and the CIC rolls a DICE5 in the first one) and in redoing the Atomic Action they get the same effect as before (i.e. rolling an incorrect die and getting result X but then rolling the correct die and still getting result X) then the steps that depended upon that result are valid and don’t need to be redone. Steps that depend upon multiple dice which were done incorrectly must have each incorrect die have the same effect to be considered valid.
+
The following Public Criteria exist:
 +
* A Snap which includes a specific named entity that had its own Wikipedia page at Mon 18/03/24—09:00 UTC
 +
* A Snap in which at least one article of clothing worn by the posting Thief at the time that the Snap was taken is visible
 +
* A Snap that contains a message to the viewer
  
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.
+
Two Criteria are considered to be equivalent if any shot which meets the first criteria also meets the second criteria, and any shot which does not meet the first criteria also does not meet the second criteria. None of a Thieves private criteria can be equivalent to another of that Thieves private criteria.
  
</div>
+
A Private Criteria is considered Saturated if its satisfying count or its unsatisfying count is greater than or equal to five (or half the number of Thieves, whichever is greater).
  
= Dynastic Rules=
+
A Private Criteria’s Exposure is equal to its Unsatisfying Score plus its Satisfying Score.
  
==Combos==
+
The date and time (to nearest minute) a given Private Criteria was last changed should be tracked on the gamestate tracking page in a column called “last modified”.
Anytime that a CIC wants to do 5 or more actions within an hour they may choose in lieu of doing all of those actions separately, which potentially causes confusion as to what is happening, to make a “Combo” blog post that cannot be edited after posting. The gamestate may be changed to reflect the results of the Combo once all of the actions are completed.
 
  
A Combo post is a numbered list of the actions taken, the first action is #1 each subsequent number of actions is increased by one. Each action and the portion of the gamestate changed from that action are kept on their own line. An Atomic action has lettering of its steps, refer to the example and note the curly braces vs the parenthesis.
+
Private criteria may only refer to and be verified by the contents of the shot. Private criteria may not refer to things such as the date, other criteria, the contents of other documents or the thoughts, opinions or feelings of any Thief. Private criteria may not use the conjunctions “and”, “or”, “and/or”, “nor” to combine multiple shot conditions.
  
Example Combo
+
===Reasonable Limits===
*1 [action one] ([gamestate before action] -> [gamestate after action])
 
*2 [action two] ([gamestate before action] -> [gamestate after action])
 
*3 [atomic action] {[gamestate before atomic action]}
 
*3a [first atomic substep] ([gamestate before substep] -> [gamestate after substep])
 
*3b [second atomic substep] ([gamestate before substep] -> [gamestate after substep]) {[gamestate after atomic action]}
 
*4 [action four] ([gamestate before action] -> [gamestate after action])
 
*etcetera . . .
 
  
If any actions require a die roll or other random event that is visible to the public, CICs must make those rolls before posting the combo with a note stating which step the roll is for and what action they are taking and the title of their Combo. CICs may not make multiple rolls in the GNDT for the same step. CICs cannot have two or more rolls in the GNDT with Combo titles that are different unless all but one of the Combo titles have been posted and include that roll.
+
A Criteria must have the following characteristics:
 +
* May be no longer than 50 characters in length
 +
* Must be expressed in vernacular English
  
Each action of a Combo happens in their own second, substeps of an Atomic Action happen all at the same second as the parent step. The first action happens at the time the Combo is posted.
+
===Audit===
  
If there is a mistake in the summary of the gamestate in a combo and that mistake doesn’t make it impossible for the stated actions to have happened, the author of that combo may correct those mistakes by making a comment along the format “[# of step]: [corrected gamestate summary]”.
+
As part of a Declaration of Victory, the Thief posting the DoV must include a history of their Private Criteria and corresponding salt in the body of the DoV post. Any DoV which does not contain this information is not considered a valid DoV and should be marked as illegal.
  
==Tags==
+
If they have not already done so this dynasty, and they have previously had any private criteria created prior to March 26th 2024, then a Thief must make a blog post containing the history of every Private Criteria they had which was created before March 26th 2024 and its corresponding salt. A Thief who needs to perform this action may not post any Snaps, Guesses or respond to Snaps until they perform this action.
Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to a CIC.
 
  
==Command Actions==
+
===Personal Criteria===
 +
Each Thief has a Personal Criteria, which defaults to empty. A Thief may initiate the process of setting their Personal Criteria by making an uncategorized blog post where the title of the post contains the text “Personal Criteria Request” and the body of the post may contain any text of the author’s choosing. This type of blog post is known as a Personal Criteria Request, and the author of such a post is the Requestor.
  
As a Command action a CIC may assign or unassign (but not both) any number of spies to or from spying on another CIC. All spies from one specific CIC spying on another specific CIC constitute an espionage mission.
+
All Thieves other than the Requestor may respond to a Personal Criteria Request with one of the following types of responses, and only one of each such response type per Personal Criteria Request:
 +
* A non-fictional object that has not yet been mentioned in the responses to this Personal Criteria Request
 +
* A FOR with the name of an object already mentioned by another Thief in this Personal Criteria Request
  
===Actions===
+
The Requestor may respond to this Personal Criteria Request with a AGAINST and the name of an object already mentioned by another Thief in this Personal Criteria Request. They may do this once for each such unique object.
If they have not done so since the most recent Tick, a CIC may take up to six Command actions by communicating privately to the UNSG which Command actions they take.
 
  
===Missiles===
+
48 hours after a Personal Criteria Request is posted, among the objects that were not mentioned in a response by the Requestor with a AGAINST, if there is an object mentioned in more responses containing FOR than any other object in that Personal Criteria Request, the Requestor’s Personal Criteria is set to that object. Otherwise, that Personal Criteria Request has failed and any further responses to it are invalid.
Each CIC, except for the UNSG, is either targeting missiles at, or not targeting missiles at, each other CIC. The CICs at which a CIC is targeting missiles may be referred to as that CIC’s “targets”, defaulting to none, and is tracked privately by the UNSG.
 
  
As a Command action, a CIC may target another CIC that they are not currently targeting as long as the new number of targeted CICs does not exceed the amount of Missile resources.
+
Each Thief’s Personal Criteria is publicly-tracked.
  
As a Command action, a CIC may cease targeting a CIC that they are currently targeting.
+
==Scoring==
 +
Each Thief has a Development Interval, which is a publicly tracked number that defaults to 5 which is at least 2, and a Score, which is a publicly tracked number defaulting to 0.
  
When a CIC unidles, if any CICs were targetting it immediately prior to its most recent idling, those CICs resume targetting it.
+
No more than once per number of days equal to their Development Interval, a Thief may make a post in the story post category with the title of their choice which includes a single Authentic Shot.
  
===Politicians===
+
Within 48 hours of such a Shot having been posted, each Thief (including the poster) may at most once respond to it stating:
Each CIC has a number of politicians that are either agitating, smoothing, or squabbling.  If the total of agitating, smoothing, and squabbling politicians exceeds the amount of politician resources of a CIC, the politicians from that CIC have no effect on the tick phase.
+
* which of their own Private Criteria that Shot satisfies and does not satisfy and
 +
* whether they find the Shot aesthetically pleasing or not, about which they must be honest, and include a few words of reasoning
  
As a Command action a CIC may assign or unassign (but not both) any number of their politicians to or from one of agitating, smoothing, or squabbling.
+
A Thief many only perform this action if all of the following are true:
 +
* none of their Private Criteria has been changed since that Shot was posted
 +
* there are no other Shots that were posted before the shot in question, within the last 48 hours, and which the Thief in question has not already responded to in this manner
  
===Techs===
+
Upon doing so:
As a Command action a CIC may assign or unassign (but not both) any number of their techs to or from supporting one other resource. The indicated resource is considered to equal to its base number plus the assigned techs for as long as the techs are assigned to it.
+
* For each non-Saturated Private Criteria in the response that the Shot satisfies, that Private Criteria’s satisfying count is incremented by one, and its owner’s Score is incremented by that Private Criteria’s unsatisfying count.
 +
* For each non-Saturated Private Criteria in the response that the Shot does not satisfy, that Private Criteria’s unsatisfying count is incremented by one, and its owner’s Score is incremented by that Private Criteria’s satisfying count.
 +
* If they found the Shot aesthetically pleasing they should increment the Score of its poster by 2.
 +
* If this Shot was one of the first 3 Authentic Shots they posted in this dynasty in which they responded to the Shot as described in this rule, and this Shot was posted on or after April 18 2024, they gain Score as follows: 20 Score for the first Shot, 10 Score for the second Shot, and 5 Score for the third Shot.
  
As a Command action a CIC may assign or unassign up to two of their techs to the space race.
+
Each Thief has a Development Bonus which is publicly tracked and defaults to 0. Whenever a Thief posts a Snap, they gain an amount of Score equal to three times their Development Bonus.
  
==Esteem==
+
When a Thief who has a non-empty Personal Criteria posts a Shot, the following rules apply to that Thief for that Shot:
 +
* If that Shot contains the object mentioned in their Personal Criteria at the time of that post, they gain 3 Score in addition to the other Score gains they may receive for that Shot.
 +
* If the preceding step does not apply, they may not gain any Score from that Shot.
  
Each CIC has International Esteem (abbreviated IE). IE is tracked in the GNDT as “IE”, and defaults to 20. A new player shall default to an IE of the average of the IE of all non-UNSG CIC’s, rounded up.
+
===Editing Disclaimer===
 +
Any new post that contains a Shot must include a description of any edits or changes made to the photograph prior to it being made a Shot, with a lack of such a description indicating that no editing was done. If a post is found to have broken this rule, the Thief responsible or any Admin should replace the Shot in the offending post with [https://wiki.blognomic.com/images/6/69/Dunce_cap.jpg this] image, no scoring may be performed for that post (and any scoring already awarded to the poster should be reverted), and the responsible Thief may create a new post as if they had not made the offending post.
  
==Ticks==
+
==Guesses==
 +
As a Weekly Action, a Thief (the Guesser) with a score of at least 3 guess a private criteria of another Thief (the Target) who is not currently Targeted by performing the following Atomic Action known as Initiating a Guess
  
A Tick is an Atomic Action performed by the UNSG that consists of resolving the following:
+
* Reduce the score of the Guesser by 3
* If there are not more politicians are agitating than smoothing, the CIC with the most squabbling politicians in each bloc receives two IE.
+
* Make a story post to the blog clearly declaring the name of the Targeted Thief, and what the guesser thinks one of their Private Criteria are
* If more politicians are agitating than smoothing,
 
** For each unique pair of CICs (A and B), excluding the UNSG:
 
*** If A and B are both not targeting each other, nothing happens.
 
*** If A is targeting B, but B is not targeting A, A gains one IE and B loses one IE.
 
*** If B is targeting A, but A is not targeting B, B gains one IE and A loses one IE.
 
*** If A and B are both targeting each other, rolling DICE20. If it is 1 through 10, A and B are each Nuked by the other. When a CIC is Nuked, they lose 1/8 IE for each IE that CIC has at the beginning of the Tick, rounded randomly to a whole IE. For each IE a CIC loses this way, they gain 5 Recovery. A whole number W with a fractional part N/D is “rounded randomly” to W+1 if DICE(D) is less than or equal to N, or to W if it is greater than N.
 
* Making a public post containing, at least:
 
** Whether more politicians were agitating than smoothing.
 
** Which CICs were Nuked, by whom, and how many IE they lost because of it.
 
** The text of any Articles submitted by CICs since the previous Tick, and the names of the CICs who submitted them. (An Article is a piece of text with a headline and body of text privately communicated to the UNSG, and which is identified by the poster as being an Article. The UNSG can overwrite any Article content with “[Redacted]” at any time.)
 
*Roll 1DICE20 for each espionage mission. For each roll, if the result is less than or equal to twice the number of spies in the espionage mission, the CIC whose espionage mission it is learns by PM from the UNSG the politician assignments of the CIC being spied on.
 
  
If no Ticks have been performed in the previous 48 hours, then the UNSG may perform a Tick.
+
The Target is now considered Targeted, and may not take any other dynastic action until they perform the following Atomic Action known as Resolving the Guess
  
==Stats==
+
* If the guess is equivalent to one of their private Criteria, respond to the post with a :FOR:, reduce their own Score by the Exposure of that private criteria, and increase the score of the Guesser by the same amount, and then remove that Private Criteria from the Target’s private criteria list (resetting its satisfying and unsatisfying counts to zero in the process)
 +
* If the guess is not equivalent to any of their private Criteria, respond to the post with a :AGAINST:
  
Each CIC’s support staff, available infrastructure and the talent of the CIC themselves all coalesce into Stats. A CIC may increase any of their Stats at any time, unless doing so would cause their Stats to exceed 100 in total. If they have not done so since the most recent Tick, a CIC may reduce their stats by a total sum of up to 20. Stats are all 0 by default, are tracked in the GNDT, and are the following:
+
At this point, the target is no longer considered targeted.
  
* Military: Measure of how much of a threat by force you are. Tanks, infantry - overall, these contribute a CIC’s “Military” stat.
+
A Guess may not target a Thief while that Thief is performing the Criteria Refresh atomic action.
* Intel: Measure of how much of a threat by guile you are. Spies, radars, etc all contribute to this number.
 
* Charisma: Measure of how much of a threat by charisma you are. This number measures a CIC’s available social capital.
 
* Science: Measure of how strongly the nation is investing in scientific research.
 
* Recovery: Measure of how heavily the nation is recovering from recent crises and attacks.
 
  
The value of each Stat directly affects the following Resources as described:
+
==Upgrades==
* Missiles- the number of missiles (and prerequisite military tech needed to launch said missiles) is a equivalent to a CIC’s Military Stat divided by 5 (rounded down)
 
* Spies- the number of covert agents available to field clandestine operations is equivalent to a CIC’s Intel Stat divided by 5 (rounded down)
 
* Politicians- the number of loyal politicians able to influence global matters through negotiation and cooperation is equivalent to a CIC’s Charisma Stat divided by 5 (rounded down)
 
* Techs - Innovative teams able to boost the efforts of others. Equivalent to a CIC’s Science Stat divided by 10.
 
  
These counts represent a base amount of resources, not an upper limit, which may be increased or decreased by other means.
+
If a Thief believes that a Shot that they have previously posted (but which has not previously been the subject of an Upgrade Request) meets an Upgrade Benchmark then they may make an Upgrade Request.
  
If a CIC’s Stats total more than 100, any CIC may remove 1 from each of that CIC’s Stats which is above zero (excluding Recovery). As a weekly action, a CIC may halve their own Recovery (rounding down).
+
An Upgrade Request is a post in the Story Post - Votable Matter category which indicates a single Snap posted by the same author and a single Upgrade Benchmark that it purports to meet, and nothing else.
  
===Perks===
+
An Upgrade Request is voted on and resolved in the same manner as a Proposal, with the exceptions that it does not need to be resolved in chronological order (nor does it count as a proposal for the purposes of determining the oldest pending Proposal). Thieves should vote FOR on any Upgrade Request where they believe that the specified Snap does meet the specified Upgrade Benchmark. When an Upgrade Request is enacted, the Development Interval of its poster is reduced by 1 (if it is three or higher) or their Development Bonus is increased by one (if their Development Interval is already 2), unless the same Thief has already had a Upgrade Request enacted for the same Upgrade Benchmark previously in the dynasty, in which case their development interval is not reduced and their development bonus is not increased. (Which Upgrade Benchmarks have been enacted for which Thieves should be tracked on the gamestate tracking page for easy reference).
Perks are advantages that CICs may acquire when their stats have reached a certain amount, and have a name, effect and Stat Requirement. A CIC’s Perks are tracked in the GNDT field “Perks”, as a space-separated list of Perks (omitting everything except the names’ uppercase letters). A Perk’s Stat Requirement is listed below in brackets - if a CIC’s stats is at least that requirement, they may gain that Perk and become subject to its effect. If a CIC’s stats is no longer at least a Perk’s Stat Requirement, they lose that Perk if they have it. Perks, their name, effects and Stat Requirement are the following:
 
  
* [50 Military]: Shock and Awe: Any CIC with less than 3 Missiles is not considered to be Targeting you with Missiles during a tick.
+
Upgrade Benchmarks are listed in this rule and are as follows:
* [50 Charisma]: First Among Equals: Any CIC with fewer than 3 Politicians is not considered to be Targeting you with Missiles during a tick.
+
* A Snap that was taken in the same place as another Snap taken by a different Thief.
* [50 Intel]: Stealth Tech: Any CIC with fewer than 3 Spies is not considered to be Targeting you with Missiles during a tick.
+
* A Snap on which, after 48 hours, every Private Criteria claimed by another Thief was Unsatisfied
* [40 Charisma] Revolution: If you were to gain IE, you gain twice that amount instead. If you were to lose IE, you lose twice that amount instead. This effect doesn’t apply to gains or losses already affected by this Perk.
+
* A Snap which meets every Public Criteria
* [30 Recovery]: Panic: When taking Command actions, you may take any number of them.
+
* A Snap which includes a found instance of the BlogNomic username of another Thief, where the found instance cannot be from a screen capture taken from, or a photo of, a computer monitor, laptop screen, phone, tablet, television, or smart watch
* [10 Military]: War Footing. Whenever a die roll would be made to see whether you exchange missiles with another CIC, the result of that roll is instead taken to be 1.
+
* A Snap where the Merriam Webster Word of the Day for the day on which the Shot was taken appears on a sign or other permanent outdoor structure in shot (where the word would also have been present on that object on the previous day)
* [20 Intel, 20 Science]: Satellite Imagery: If you have not done so since the last tick, as a command action, you may make an Imaging request to the UNSG that names another CIC. The UNSG should reply to an Imaging request with whether or not that named CIC is targeting you.
+
* Post three consecutive Snaps each of which was posted at the earliest possible point (to the nearest day) that they could have been under the poster’s Development Interval at the time of posting
*[20 Military, 40 Science]: Missile Defense System: If you are Nuked, you lose 1/16th IE for each IE you had at the beginning of the Tick, rather than 1/8th. The loss is still rounded randomly to the nearest whole IE.
+
* A Snap which was provably taken in a different time zone from a previous Snap taken by the same Thief
 +
* A Snap, posted after 19 April, to which the Observer has responded saying that he finds it aesthetically pleasing (for the purposes of the rule No Cooperations, this may be considered a co-operative mechanism, although the Observer is encouraged to evaluate each Snap on its aesthetic merits rather than persuing any actual tacit or explicit co-operation)
  
==Blocs==
+
==Catching up with the Photos==
 +
While a Thief has exactly 0 Score and has more than one Private Criteria having a non-null value, a Thief may perform the following Atomic Action once per week:
 +
* For the previous three Shots in chronological order, perform the following bullet points:
 +
** Respond to the Shot stating which of their own Private Criteria that Shot satisfies and does not satisfy.
 +
** For each Private Criteria in the response that the Shot satisfies, that Private Criteria’s satisfying count is incremented by one, and increment their Score by that Private Criteria’s unsatisfying count.
 +
** For each Private Criteria in the response that the Shot does not satisfies, that Private Criteria’s satisfying count is incremented by one, and increment their Score by that Private Criteria’s satisfying count
  
Each CIC is a member of the Eastern or Western Bloc, which shall be tracked in the GNDT.
+
==Awards==
 +
Each Thief can have a number of Awards, which is publicly tracked and defaults to zero.
  
When a CIC joins or unidles, the admin processing this shall assign them to the Bloc with the least amount of CICs, breaking ties randomly. A CIC may defect to another Bloc at any time. Whenever a CIC defects to another Bloc, that CIC loses 2 IE.
+
At any time, if a Thief has met the Standard for an Award then they may claim it by making a blog post announcing as such and then incrementing their Awards by 1. A Thief may only claim each individual Award once in the dynasty.
  
==UNSG==
+
Any Thief who has claimed 4 Awards has achieved Victory.
  
The UNSG’s stats are always zero.
+
The possible Awards and their Standards are as follows:
  
==UN Resolutions==
+
{| class="wikitable sortable"
 +
|-
 +
! Award !! Standard
 +
|-
 +
| Fine Art Photographer of the Year || Have more than 200 Score
 +
|-
 +
| Excellence in War Photography || Have a Development Bonus of at least 3
 +
|-
 +
| Outstanding Composition || Have five private Criteria, each of which has an Unsatisfying score of 0 and a Satisfying score of 5
 +
|-
 +
| Grand Prix in Advertising Photography || Successfully Guess (i.e. post a Guess and have the target respond with a FOR mark to that Guess)
 +
|-
 +
| Conceptual Balance || Have at least one Private Criteria with a Satisfying score of 4 and an Unsatisfying score of 4, where those scores were obtained from 8 contiguous Authentic Shots all taken after 8 April 2024
 +
|}
  
If a Proposal has the tag [UN Resolution], then it is a UN Resolution.
+
<!-- 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;">
  
The Support of a UN Resolution is equal to the total IE of all CICs who are voting FOR it; the Opposition of a UN Resolution is equal to the total IE of all CICs who are voting AGAINST it. UN Quorum is equal to the total IE of all CICs, divided by two.
+
= Building Blocks =
 +
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.
  
A UN Resolution is only Popular if it has a Support that equals or exceeds UN Quorum, and is only Unpopular if it has an Opposition that equals or exceeds UN Quorum, or if it has been open for voting for at least 48 hours and is not Popular.
+
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.
  
<!-- RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
+
When a Observer specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Observer makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.
<div style="padding:8px;background:#ddd;">
 
  
= Appendix =
+
==Low-Player Mode==
 +
The Core Rule Dormancy is flavour text.
  
==Keywords==
+
==Everyone's Playing==
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 all dynastic and Building Blocks rules, the Observer is a Thief.  
  
;Can
+
==No Cooperation==
:"is able to"
+
In this dynasty, Thieves are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.
  
;Comment
+
Idle Thieves are considered to be Thieves for the purposes of this rule.
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Core Proposal
+
If a Thief feels that another Thief has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Thief during that dynasty. If a Thief feels that a DoV has come about as a result of one or more other Thieves making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory in Ascension”.
: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 CICs.
 
  
;Daily Action
+
</div>
:If a game action is a Daily Action, each CIC 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 CIC per day.
+
 
 +
==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.)
  
;Day
+
===Imperatives===
: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.
+
;Can: “is able to”
 +
;Shall: “is required to”
 +
;Should: “is recommended that”
  
;Dice
+
===Time===
: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.
+
;Daily Action: If a game action is a Daily Action, each Thief able to perform it may take that action once each day, but not more than once every ten hours.
 +
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Thief per day.
 +
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 +
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
 +
;Weekly Action: If a game action is a Weekly Action, each Thief able to perform it may take that action once each week, but not more than once every twenty-four hours.
 +
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Thief per week.  
  
;Dynastic Proposal
+
===Other===
: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.
+
;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 Thieves.
 +
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 +
;Dynastic Action: An action that is defined in the Dynastic rules.
 +
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
 +
;Effective Vote Comment (EVC): A Thief's Effective Vote Comment with respect to a given Votable Matter is that Thief's Comment to that Votable Matter, if any, that contains that Thief's Vote on that Votable Matter.
 +
;Commentary: When posting a blog entry, a Thief may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
 +
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Thieves , as well as people who are not Thieves but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
 +
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Thieves who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
 +
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Thieves are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
 +
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
 +
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
 +
;Pass the Mantle: Passing the Mantle is a mechanism by which, during an Interregnum, a Observer may nominate another Thief to become the Observer in the upcoming dynasty.
 +
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 +
;Quorum: Quorum of a subset of Thieves is half the number of Thieves  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Thieves it is referring to, it is referring to a Quorum of all Thieves.
 +
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
 +
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
 +
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Observer.
 +
;Story Post: A Story Post is an entry in the “Story Post” category.
 +
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
 +
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Thieves” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 +
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
 +
;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
  
;Effective Vote Comment (EVC)
+
== Gamestate Tracking ==
:A CIC’s Effective Vote Comment with respect to a given Votable Matter means that CIC’s Comment to that Votable Matter, if any, that contains that CIC’s Vote on that Votable Matter.
 
  
;Flavour Text
+
===Official Posts===
:When posting a blog entry, a CIC 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
+
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Thief may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
:Any information which the Ruleset regulates the alteration of. All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
 
  
;May
+
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Thief has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
:"is permitted to"
 
  
;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 is less than six hours old and appears to the Observer to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Observer may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.
:"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, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
: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.
+
If authorised by the rules as a result of a Thief’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Thief may correct the representations to comply with the Gamestate.
  
;Quorum
+
If a Thief feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
:Quorum of a subset of CICs is half the number of CICs in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of CICs it is referring to, it is referring to a Quorum of all CICs.
 
  
;Resolve/Resolution
+
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
: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
+
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Thief, if doing so would not require the correcting Thief to make any decisions on behalf of the original Thief.
 +
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Thieves are encouraged to raise a Call for Judgement.
 +
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.
  
;Rule
+
===Orphan Variables===
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
 
  
;Shall
+
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.
:"is required to"
 
  
;Should
+
A Thief may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
:"is recommended that"
 
  
;Sibling Rule
+
=== Random Generators ===
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.
+
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
  
;Slack
+
* The DICE''N'' command can be used to generate a random number between 1 and N.
:The BlogNomic Slack is located at blognomic.slack.com. CICs may request an invite to the Slack while logged in by clicking the button in the sidebar.
+
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 +
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, MSeekera, Orange, Purple, Black.
 +
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
 +
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.
  
;Slack Channel
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
: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
+
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Thief with such access. Only a Thief with such access may Enact that Votable Matter. If that Votable Matter does not name a Thief with such access, that Votable Matter is Illegal.
:A Story Post is an entry in the “Story Post” category.
 
  
;Subject
+
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Thief making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Thief making this determination may do so using a private method of their choosing, instead of the Dice Roller.
: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
+
==Atomic Actions==
: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.
+
An Atomic Action combines otherwise separate game actions into a single action.
  
;TOC: Table of Contents.
+
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
 +
* When a Thief performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
 +
* If a rule allows the Thief performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
 +
* If a Thief arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
 +
* If one or more steps of an Atomic Action were done incorrectly, the Thief must redo the Atomic Action; for that purpose, the Thief uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Thief would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
 +
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
  
;Vote
+
==Clarifications==
: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
+
===Numbers and Variables===
: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.
+
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
 +
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 +
* All numbers, unless stated otherwise by a rule, are in base ten.
 +
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Thief can spend or pay from only their own values, and a rule that allows Thieves to transfer or pay a numeric value to another Thief only allows them to transfer that value from themselves to that other Thief (of their choice unless otherwise stated).
 +
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
 +
* A Thief who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 +
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
 +
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Thieves are not considered to be legal values for game variables, nor for list items within game variables.
 +
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
 +
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 +
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.
 +
* If a piece of information is described as being tracked secretly or privately by the Observer (including secretly random selections), then that information may only be revealed by the Observer when the ruleset allows it. If a Thief should already know such a piece of information (in that the Observer has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Observer may repeat it to them.
  
;Week
+
===Rules and Votable Matters===
: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.
+
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.
 +
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).
 +
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).
 +
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 +
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
 +
* If a dynastic rule has no text and no subrules, any Thief may delete it from the ruleset.
 +
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
 +
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Thieves may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
 +
* If the Observer has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Thieves have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Thieves on the same Proposal are not considered to be valid. If there are six or fewer Thieves, then the Observer’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Thieves who are not the Observer have cast a vote on that proposal.
  
;Weekly Action
+
===Time===
:If a game action is a Weekly Action, each CIC able to perform it may take that action once each week, but not more than once every twenty-four hours.
+
* For the purpose of all rules, time in BlogNomic is in UTC.
 +
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
 +
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
 +
* A Thief may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
  
;Weekly Communal Action
+
===Spelling and formatting===
:A Weekly Communal action is a Weekly Action that can only be performed by one CIC per week.  
+
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
 +
* Thieves may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Thieves with the corresponding forms of the singular “they”.
 +
* A Thief may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
 +
* A Thief may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.
  
;Wiki
+
===Names===
:The BlogNomic Wiki at http://wiki.blognomic.com
+
* Within the Ruleset, a word only refers to the name of a Thief if it is explicitly stated that it refers to a Thief's name.
 +
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
 +
* The names of rules and wiki pages (other than the Ruleset) are flavour text.
 +
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
 +
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.
 +
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
 +
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
 +
* When changing their name or joining the game for the first time, a Thief's (or prospective Thief's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.
  
== Gamestate Tracking ==
+
==Prioritisation==
 +
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 +
# The Appendix has precedence over any other Rule;
 +
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
 +
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
 +
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Thieves may Kick each other” and “Thieves may not Kick each other on Tuesdays” exist, and it is Tuesday, Thieves may not Kick each other);
 +
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Thieves may Punch a Spaceman on Friday” and “Thieves may not Punch Spacemen on Friday”, then Thieves may not Punch Spacemen on Friday).
  
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 CIC 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.
+
==Mentors==
  
An official post may only be removed as allowed by the Ruleset.
+
A Thief may have another Thief as a Mentor. Thieves who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Thief who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
An official post may be altered by its author if it is less than six hours old and either no CIC 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.
 
  
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 CIC who has been a CIC for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.
+
If an unmentored Thief requests a Mentor, or a new Thief has joined the game and has no Mentor, the Observer should select a Tenured Thief and ask them to take that Thief on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Observer should announce it in a blog post. The Observer should take care to consider game balance when selecting a potential mentor.
  
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 CIC may update any CIC's data via the GNDT, whenever the Ruleset permits it.
+
A relationship between a mentor and a mentee is a Mentorship. A Thief may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
  
All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a CIC’s action is (and can only be) applied by editing that data in that place. One GNDT or wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any CIC may correct the GNDT to comply with the Gamestate.
+
If there is no Observer, any Thief who has been active in at least three previous dynasties may act as Observer for the purposes of this rule.
  
If a CIC 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, CICs are encouraged to raise a Call for Judgement instead.
+
===Things that a mentor must do===
CICs shall be assigned a password for the GNDT when they join the Nomic.
 
  
=== Random Generators ===
+
A mentor must do the following:
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''.
+
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
+
*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;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
+
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
 +
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
 +
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Thief or arrange a handover to another mentor if requested.
  
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 CIC 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.
+
===Things that a mentor should do===
 +
The following sets out suggested best practice for Mentorship relationships:
  
If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the CIC making this determination may do so using a private method of their choosing, instead of the GNDT.
+
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
 +
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Thieves .
 +
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
 +
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.
  
==Clarifications==
+
===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.
  
===Numbers and Variables===
+
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
* 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.
+
*The mentor should not seek to dissuade the mentee from pursuing other alliances.
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
+
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.
* 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 CICs to transfer a numeric value only allows them to transfer that value from themselves to another CIC (of their choice unless otherwise stated).
 
* A CIC who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
 
* Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 
*DICEN cannot be rolled in the GNDT if N is 22 or more digits long.
 
  
===Rules and Proposals===
+
== Synonyms ==
* 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 [[#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).
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
 
* If a rule would ever have no name, it is instead named “Unnamed Rule”.
 
* The names of rules are not themselves rule text and have no effect other than being rule names.
 
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, CIC 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.
 
*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”.
 
  
===Time===
+
A dynasty may provide extra theming by using alternative terms for words like “Thief” and “Observer”.
* For the purpose of all rules, time in Blognomic is in UTC.
 
* All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
 
* Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.
 
  
===Spelling===
+
Each term in this list is synonymous with the term in parentheses
* Superficial differences between the spelling of geographic versions of English, e.g, British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
 
  
===Names===
+
* Thief (Player)
* Within the ruleset, a word only refers to the name of a CIC if it is explicitly stated that it refers to a CIC's name.
+
* Observer (Emperor)
  
===Prioritisation===
+
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 
# The Appendix has precedence over any Rule;
 
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
 
# 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 “CICs may Kick each other” and “CICs may not kick each other on Tuesdays” exist, and it is Tuesday, CICs may not Kick each other.)
 
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “CICs may Punch a Spaceman on Friday” and “CICs may not Punch Spacemen on Friday”, then CICs may not Punch Spacemen on Friday.)
 
  
 
</div>
 
</div>

Latest revision as of 12:58, 28 April 2024

Core Rules

Ruleset and Gamestate

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

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

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

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

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

Thieves

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

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

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

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

Idle Thieves

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

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

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

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

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

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

Dormancy

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

Dynasties

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

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

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

Votable Matters

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

Votes

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

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

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

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

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

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

Enacting and Failing

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

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

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

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

Tags

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

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

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

Proposals

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

Special Proposal Voting

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

Resolution of Proposals

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

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

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

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

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

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

Calls for Judgement

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

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

  • It is Popular.

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

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

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

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

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

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

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

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

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

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

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

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

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

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


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

Fair Play

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

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

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

Dynastic Rules

Shots

Thieves may create Shots by taking photographs (or having photographs taken on their behalf) and hosting them through the image hosting functionality offered by the BlogNomic wiki.

A Shot is confirmed as Authentic if it was taken outside and includes an appearance of a hand-written note (as part of the Shot) which includes the name of an active Thief and the Merriam Webster Word of the Day for the day on which the Shot was taken, or the preceding day (per http://www.merriam-webster.com/word-of-the-day). Such a post is known as a Snap. A typographical error does not prevent the Shot from being Authentic, as long as it’s obvious what the intended word is.

Criteria

There exist a number of Public Criteria, which are a type of Criteria, and which are listed in this rule. Each Thief has a set of up to five Private Criteria, which are a type of Criteria - defaulting to blank. Each Private Criteria is privately tracked by its Thief, and publicly tracked by its sha256 hash which includes the Private Criteria plus a salt of 5 characters or less. Each Private Criteria also has a publicly-tracked count of satisfying Shots and unsatisfying Shots, both defaulting to 0. At any time a Thief may change any of their Private Criteria as an atomic action named Criteria Refresh with the following steps:

  • Post the hash and the secret text of each Private Criteria being changed in a blog entry.
  • For each Private Criteria being changed, update the hash and reset its satisfying and unsatisfying counts to zero.

An Authentic Shot’s Criteria Score is equal to the number of Criteria it meets.

The following Public Criteria exist:

  • A Snap which includes a specific named entity that had its own Wikipedia page at Mon 18/03/24—09:00 UTC
  • A Snap in which at least one article of clothing worn by the posting Thief at the time that the Snap was taken is visible
  • A Snap that contains a message to the viewer

Two Criteria are considered to be equivalent if any shot which meets the first criteria also meets the second criteria, and any shot which does not meet the first criteria also does not meet the second criteria. None of a Thieves private criteria can be equivalent to another of that Thieves private criteria.

A Private Criteria is considered Saturated if its satisfying count or its unsatisfying count is greater than or equal to five (or half the number of Thieves, whichever is greater).

A Private Criteria’s Exposure is equal to its Unsatisfying Score plus its Satisfying Score.

The date and time (to nearest minute) a given Private Criteria was last changed should be tracked on the gamestate tracking page in a column called “last modified”.

Private criteria may only refer to and be verified by the contents of the shot. Private criteria may not refer to things such as the date, other criteria, the contents of other documents or the thoughts, opinions or feelings of any Thief. Private criteria may not use the conjunctions “and”, “or”, “and/or”, “nor” to combine multiple shot conditions.

Reasonable Limits

A Criteria must have the following characteristics:

  • May be no longer than 50 characters in length
  • Must be expressed in vernacular English

Audit

As part of a Declaration of Victory, the Thief posting the DoV must include a history of their Private Criteria and corresponding salt in the body of the DoV post. Any DoV which does not contain this information is not considered a valid DoV and should be marked as illegal.

If they have not already done so this dynasty, and they have previously had any private criteria created prior to March 26th 2024, then a Thief must make a blog post containing the history of every Private Criteria they had which was created before March 26th 2024 and its corresponding salt. A Thief who needs to perform this action may not post any Snaps, Guesses or respond to Snaps until they perform this action.

Personal Criteria

Each Thief has a Personal Criteria, which defaults to empty. A Thief may initiate the process of setting their Personal Criteria by making an uncategorized blog post where the title of the post contains the text “Personal Criteria Request” and the body of the post may contain any text of the author’s choosing. This type of blog post is known as a Personal Criteria Request, and the author of such a post is the Requestor.

All Thieves other than the Requestor may respond to a Personal Criteria Request with one of the following types of responses, and only one of each such response type per Personal Criteria Request:

  • A non-fictional object that has not yet been mentioned in the responses to this Personal Criteria Request
  • A FOR with the name of an object already mentioned by another Thief in this Personal Criteria Request

The Requestor may respond to this Personal Criteria Request with a AGAINST and the name of an object already mentioned by another Thief in this Personal Criteria Request. They may do this once for each such unique object.

48 hours after a Personal Criteria Request is posted, among the objects that were not mentioned in a response by the Requestor with a AGAINST, if there is an object mentioned in more responses containing FOR than any other object in that Personal Criteria Request, the Requestor’s Personal Criteria is set to that object. Otherwise, that Personal Criteria Request has failed and any further responses to it are invalid.

Each Thief’s Personal Criteria is publicly-tracked.

Scoring

Each Thief has a Development Interval, which is a publicly tracked number that defaults to 5 which is at least 2, and a Score, which is a publicly tracked number defaulting to 0.

No more than once per number of days equal to their Development Interval, a Thief may make a post in the story post category with the title of their choice which includes a single Authentic Shot.

Within 48 hours of such a Shot having been posted, each Thief (including the poster) may at most once respond to it stating:

  • which of their own Private Criteria that Shot satisfies and does not satisfy and
  • whether they find the Shot aesthetically pleasing or not, about which they must be honest, and include a few words of reasoning

A Thief many only perform this action if all of the following are true:

  • none of their Private Criteria has been changed since that Shot was posted
  • there are no other Shots that were posted before the shot in question, within the last 48 hours, and which the Thief in question has not already responded to in this manner

Upon doing so:

  • For each non-Saturated Private Criteria in the response that the Shot satisfies, that Private Criteria’s satisfying count is incremented by one, and its owner’s Score is incremented by that Private Criteria’s unsatisfying count.
  • For each non-Saturated Private Criteria in the response that the Shot does not satisfy, that Private Criteria’s unsatisfying count is incremented by one, and its owner’s Score is incremented by that Private Criteria’s satisfying count.
  • If they found the Shot aesthetically pleasing they should increment the Score of its poster by 2.
  • If this Shot was one of the first 3 Authentic Shots they posted in this dynasty in which they responded to the Shot as described in this rule, and this Shot was posted on or after April 18 2024, they gain Score as follows: 20 Score for the first Shot, 10 Score for the second Shot, and 5 Score for the third Shot.

Each Thief has a Development Bonus which is publicly tracked and defaults to 0. Whenever a Thief posts a Snap, they gain an amount of Score equal to three times their Development Bonus.

When a Thief who has a non-empty Personal Criteria posts a Shot, the following rules apply to that Thief for that Shot:

  • If that Shot contains the object mentioned in their Personal Criteria at the time of that post, they gain 3 Score in addition to the other Score gains they may receive for that Shot.
  • If the preceding step does not apply, they may not gain any Score from that Shot.

Editing Disclaimer

Any new post that contains a Shot must include a description of any edits or changes made to the photograph prior to it being made a Shot, with a lack of such a description indicating that no editing was done. If a post is found to have broken this rule, the Thief responsible or any Admin should replace the Shot in the offending post with this image, no scoring may be performed for that post (and any scoring already awarded to the poster should be reverted), and the responsible Thief may create a new post as if they had not made the offending post.

Guesses

As a Weekly Action, a Thief (the Guesser) with a score of at least 3 guess a private criteria of another Thief (the Target) who is not currently Targeted by performing the following Atomic Action known as Initiating a Guess

  • Reduce the score of the Guesser by 3
  • Make a story post to the blog clearly declaring the name of the Targeted Thief, and what the guesser thinks one of their Private Criteria are

The Target is now considered Targeted, and may not take any other dynastic action until they perform the following Atomic Action known as Resolving the Guess

  • If the guess is equivalent to one of their private Criteria, respond to the post with a :FOR:, reduce their own Score by the Exposure of that private criteria, and increase the score of the Guesser by the same amount, and then remove that Private Criteria from the Target’s private criteria list (resetting its satisfying and unsatisfying counts to zero in the process)
  • If the guess is not equivalent to any of their private Criteria, respond to the post with a :AGAINST:

At this point, the target is no longer considered targeted.

A Guess may not target a Thief while that Thief is performing the Criteria Refresh atomic action.

Upgrades

If a Thief believes that a Shot that they have previously posted (but which has not previously been the subject of an Upgrade Request) meets an Upgrade Benchmark then they may make an Upgrade Request.

An Upgrade Request is a post in the Story Post - Votable Matter category which indicates a single Snap posted by the same author and a single Upgrade Benchmark that it purports to meet, and nothing else.

An Upgrade Request is voted on and resolved in the same manner as a Proposal, with the exceptions that it does not need to be resolved in chronological order (nor does it count as a proposal for the purposes of determining the oldest pending Proposal). Thieves should vote FOR on any Upgrade Request where they believe that the specified Snap does meet the specified Upgrade Benchmark. When an Upgrade Request is enacted, the Development Interval of its poster is reduced by 1 (if it is three or higher) or their Development Bonus is increased by one (if their Development Interval is already 2), unless the same Thief has already had a Upgrade Request enacted for the same Upgrade Benchmark previously in the dynasty, in which case their development interval is not reduced and their development bonus is not increased. (Which Upgrade Benchmarks have been enacted for which Thieves should be tracked on the gamestate tracking page for easy reference).

Upgrade Benchmarks are listed in this rule and are as follows:

  • A Snap that was taken in the same place as another Snap taken by a different Thief.
  • A Snap on which, after 48 hours, every Private Criteria claimed by another Thief was Unsatisfied
  • A Snap which meets every Public Criteria
  • A Snap which includes a found instance of the BlogNomic username of another Thief, where the found instance cannot be from a screen capture taken from, or a photo of, a computer monitor, laptop screen, phone, tablet, television, or smart watch
  • A Snap where the Merriam Webster Word of the Day for the day on which the Shot was taken appears on a sign or other permanent outdoor structure in shot (where the word would also have been present on that object on the previous day)
  • Post three consecutive Snaps each of which was posted at the earliest possible point (to the nearest day) that they could have been under the poster’s Development Interval at the time of posting
  • A Snap which was provably taken in a different time zone from a previous Snap taken by the same Thief
  • A Snap, posted after 19 April, to which the Observer has responded saying that he finds it aesthetically pleasing (for the purposes of the rule No Cooperations, this may be considered a co-operative mechanism, although the Observer is encouraged to evaluate each Snap on its aesthetic merits rather than persuing any actual tacit or explicit co-operation)

Catching up with the Photos

While a Thief has exactly 0 Score and has more than one Private Criteria having a non-null value, a Thief may perform the following Atomic Action once per week:

  • For the previous three Shots in chronological order, perform the following bullet points:
    • Respond to the Shot stating which of their own Private Criteria that Shot satisfies and does not satisfy.
    • For each Private Criteria in the response that the Shot satisfies, that Private Criteria’s satisfying count is incremented by one, and increment their Score by that Private Criteria’s unsatisfying count.
    • For each Private Criteria in the response that the Shot does not satisfies, that Private Criteria’s satisfying count is incremented by one, and increment their Score by that Private Criteria’s satisfying count

Awards

Each Thief can have a number of Awards, which is publicly tracked and defaults to zero.

At any time, if a Thief has met the Standard for an Award then they may claim it by making a blog post announcing as such and then incrementing their Awards by 1. A Thief may only claim each individual Award once in the dynasty.

Any Thief who has claimed 4 Awards has achieved Victory.

The possible Awards and their Standards are as follows:

Award Standard
Fine Art Photographer of the Year Have more than 200 Score
Excellence in War Photography Have a Development Bonus of at least 3
Outstanding Composition Have five private Criteria, each of which has an Unsatisfying score of 0 and a Satisfying score of 5
Grand Prix in Advertising Photography Successfully Guess (i.e. post a Guess and have the target respond with a FOR mark to that Guess)
Conceptual Balance Have at least one Private Criteria with a Satisfying score of 4 and an Unsatisfying score of 4, where those scores were obtained from 8 contiguous Authentic Shots all taken after 8 April 2024


Building Blocks

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

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

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

Low-Player Mode

The Core Rule Dormancy is flavour text.

Everyone's Playing

For the purposes of all dynastic and Building Blocks rules, the Observer is a Thief.

No Cooperation

In this dynasty, Thieves are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.

Idle Thieves are considered to be Thieves for the purposes of this rule.

If a Thief feels that another Thief has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Thief during that dynasty. If a Thief feels that a DoV has come about as a result of one or more other Thieves making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory in Ascension”.

Appendix

Keywords

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

Imperatives

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

Time

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

Other

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

Gamestate Tracking

Official Posts

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

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

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

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

Representations of the Gamestate

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

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

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

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

Orphan Variables

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

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

Random Generators

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

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

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

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

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

Atomic Actions

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

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

Clarifications

Numbers and Variables

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

Rules and Votable Matters

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

Time

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

Spelling and formatting

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

Names

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

Prioritisation

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

Mentors

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

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

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

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

Things that a mentor must do

A mentor must do the following:

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

Things that a mentor should do

The following sets out suggested best practice for Mentorship relationships:

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

Things that a mentor should not do

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

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

Synonyms

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

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

  • Thief (Player)
  • Observer (Emperor)

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