Ruleset

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Wizards shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which exists solely to clarify the remainder of the ruleset.

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

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

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

Wizards

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

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

Some Wizards are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Wizards who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. New admins shall be given the GNDT configuration password when they become admins.

Idle Wizards

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

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

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

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

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

Idle Admins can enact and fail Votable Matters.

Dynasties

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

Votable Matters

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

Votes

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

If a Wizard other than the Historian casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Historian. When the Historian 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 Historian's Vote for the purposes of other rules unless otherwise specified.

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

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

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

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

Enacting and Failing

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

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

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

Proposals

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

Special Proposal Voting

When a Wizard 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 Historian may use VETO as a voting icon to cast a Vote on a proposal; when the Historian casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Historian later changes their Vote.

Resolution of Proposals

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

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

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

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

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

Calls for Judgement

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

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

  • It is Popular.

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

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

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

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Wizard (other than the Historian) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.

If the game is not already in Hiatus and there is a pending DoV, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Wizards”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

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

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

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

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

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

When a DoV fails and there are no pending DoVs, Hiatus ends.

When a DoV is enacted, all other pending DoVs are failed, and a new Dynasty begins with the Wizard who made the DoV as its Historian. That Wizard may pass this role to another Wizard at this point by making a post to that effect, if they wish. The Hiatus continues until the new Historian makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Historian's chosen theme for the new Dynasty, and may optionally specify that the terms Wizard and Historian will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.

A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Wizard who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.

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

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Wizard's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining.

  • A single person should not control more than one non-Idle Wizard within BlogNomic, and should announce publicly if they control both a non-Idle Wizard and any Idle Wizards.
  • A Wizard 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 Wizard should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Wizard should not edit their own blog comments once posted, nor those of any other Wizard.
  • A Wizard should not edit the "Entry Date" field of a blog post.
  • A Wizard should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Wizard 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 Wizard should not roll dice in the GNDT that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action.
  • A Wizard should not deliberately and unreasonably prolong the performance of a game action once they have started it.

Dynastic Rules

No Lame Scams

Prevent any rule that names a specific entity, being, Wizard, consciousness or singular person to have achieved victory from being added to the ruleset.

Within proposals and within the fields of cards, a word only refers to the name of a Wizard if it is explicitly stated that it refers to a Wizard’s name.

Deck

Any reference in the ruleset or in any of the fields of a card to a deck, such as “the deck”, where it is certain it is not referencing this rule is to be interpreted instead to be “the set of cards in this rule which are not in the Hand of any Wizard or attached to a community”. Any reference in the ruleset or in any of the fields of a card similar to “the deck is empty” or “an empty deck” is to be interpreted instead as “the deck being equal to the empty set”.

The following bulleted list is a list of all legal non-Token cards, in the format “Name (Score) [Type] Constraint > Up Effect / Down Effect”.

  1. Fire (1) [Spell] No Constraint. > Add 1 War to any Community. / Reduce a Rating of any Community by 1 and Vex it.
  2. Flood (1) [Spell] No Constraint. > Add 1 Economy to any Community. / Reduce a Rating of any Community by 1 and Vex it.
  3. Fable (1) [Spell] No Constraint. > Add 1 Culture to any Community. / Reduce a Rating of any Community by 1 and Vex it.
  4. Forget (1) [Spell] No Constraint. > Set a Community to be Indifferent to all Wizards. / Set a Community to be Indifferent to a Wizard of your choice.
  5. Brown Potion (1) [Potion] No Constraint. > Draw a Card. / Nothing Happens.
  6. Red Potion (1) [Potion] No Constraint. > Set a Community to be Friendly to you. / Nothing Happens.
  7. Ghostly Red Potion (1) [Potion] No Constraint. > Set a Community to be Friendly to you. / Nothing Happens.
  8. Haunted Red Potion (1) [Potion] No Constraint. > Set a Community to be Friendly to you. / Nothing Happens.
  9. Phantom Red Potion (1) [Potion] No Constraint. > Set a Community to be Friendly to you. / Nothing Happens.
  10. Clear Potion (1) [Potion] No Constraint. > Discard your hand. / Nothing Happens.
  11. Black Potion (1) [Potion] No Constraint. > Vex a community. / Nothing Happens.
  12. Swirly Potion (1) [Potion] No Constraint. > Apply the Up Effect of any other Potion card, then discard your hand. / Nothing Happens.
  13. Barban Settlers (1) [Labor] May only affect communities that are not suspicious of the wizard playing the card. > Raise the war rating of a ruin by 2 and change the Faction to Barban. / Change the Faction of a Neutral Village to Barban.
  14. Grassfolk Settlers (1) [Labor] May only affect communities that are not suspicious of the wizard playing the card. > Raise the culture rating of a ruin by 2 and change the Faction to Grassfolk . / Change the Faction of a Neutral Village to Grassfolk .
  15. Redland Settlers (1) [Labor] May only affect communities that are not suspicious of the wizard playing the card. > Change the Faction of a Neutral Village or Town to Redlander. / Change the Faction of a Village to Neutral.
  16. Plague (2) [Spell] No Constraint > Reduce all ratings of a community by 1 and vex it / Reduce one rating of a community by 2 and vex it.
  17. Fertility (4) [Spell] May only effect communities friendly to the wizard playing the card > discard a card and increase all ratings of a community with positive size by 1 / Discard a card and place a Person type card of your choice in your hand from the deck .
  18. Barban Warrior (1) [person] there must exist at least one Barban community > Increase the War rating of a Barban community by 1 / Reduce any rating of a community that is not Barban by 1.
  19. Grassfolk Poet (1) [person] there must exist at least one Grassfolk community > Increase the Culture rating of any community by 1 / Increase any rating of a Grassfolk community by 1 .
  20. Mudling Inventor (1) [person] there must exist at least one Mudling community > Increase the Economy rating of a Mudling community by 1 / Discard a potion from your hand and play either its up effect or its down effect twice .
  21. Redlander King (1) [person] there must exist at least one Redlander community > Increase any rating of a neutral town or city by 1 / Increase two ratings of a redlander town or city by 1.
  22. Teleport (1) [Spell] no constraint > Set your Home to any Village, Town or City. / Set your Home to any Ruin.
  23. Spectral Teleport (1) [Spell] no constraint > Set your Home to any Village, Town or City. / Set your Home to any Ruin.
  24. Phantom Teleport (1) [Spell] no constraint > Set your Home to any Village, Town or City. / Set your Home to any Ruin.
  25. The Prophecy (2) [Ritual] You must have a Potion and a Person in your hand > Discard a Potion and a Person, then draw a card; instead of selecting this card randomly, you may choose any card which is not in a Wizard’s hand / Discard a Potion and a Person.
  26. The Metamorphosis (2) [Ritual] You must have a Person and a Monster in your hand > Discard a Person and a Monster, then swap the contents of your hand with that of another Wizard / Discard a Person and a Monster.
  27. The Haruspex (2) [Ritual] You must have a Monster and a Potion in your hand > Discard a Monster and a Potion, then draw three or fewer cards, then discard up to three cards, then draw three or fewer cards / Discard a Monster and a Potion.
  28. The Ghostly Haruspex (2) [Ritual] You must have a Monster and a Potion in your hand > Discard a Monster and a Potion, then draw three or fewer cards, then discard up to three cards, then draw three or fewer cards / Discard a Monster and a Potion.
  29. The Haunted Haruspex (2) [Ritual] You must have a Monster and a Potion in your hand > Discard a Monster and a Potion, then draw three or fewer cards, then discard up to three cards, then draw three or fewer cards / Discard a Monster and a Potion.
  30. The Phantom Haruspex (2) [Ritual] You must have a Monster and a Potion in your hand > Discard a Monster and a Potion, then draw three or fewer cards, then discard up to three cards, then draw three or fewer cards / Discard a Monster and a Potion.
  31. The Spectral Haruspex (2) [Ritual] You must have a Monster and a Potion in your hand > Discard a Monster and a Potion, then draw three or fewer cards, then discard up to three cards, then draw three or fewer cards / Discard a Monster and a Potion.
  32. The Behemoth (2) [Ritual] You must have two Monsters in your hand > Discard two Monsters, then set all Ratings of any one Community to zero / Discard two Monsters.
  33. The Miasma (2) [Ritual] You must have two Potions in your hand > Discard two Potions, then set any one Community to be Suspicious to all Wizards / Discard two Potions.
  34. The Infiltration (2) [Ritual] You must have two Persons in your hand > Discard two Persons, choose a Faction and change all Communities of that Faction to be Neutral / Discard two Persons.
  35. Slight of Hand (2) [Trick] You must be in a community which has a card attached to it > Add that card to your hand and unattach it from the community / if you have a card which can be attached to a community in your hand, attach it in the up state and remove a different attached card from the community you are in.
  36. Pick Pocket (2) [Trick] Must be in the same location as the Wizard(s) you target > Choose a Wizard and play a card in their hand that you satisfy the constraints of as if it were in your hand. The card is removed from their hand. / choose two Wizards who have at least one card in their Hand. Choose a card from each hand and swap them.
  37. Stage Magic (1) [Trick] Must have at least 1 Friendly community > Choose an Indifferent community and make them Friendly towards you. / Choose a Friendly community and increase their culture by 1.
  38. Faked Intel (2) [Trick] Must have at least 1 Suspicious community > Choose a suspicious community and decrease their War by 2. / Choose a neutral community, make them friendly towards you and increase their War by 1.
  39. Ghostly Faked Intel (2) [Trick] Must have at least 1 Suspicious community > Choose a suspicious community and decrease their War by 2. / Choose a neutral community, make them friendly towards you and increase their War by 1.
  40. Bridge Troll (3) [Monster] Must have a Person in hand and be in the community you target to attach this card to. This is a card which may be attached if a Person in your hand is discarded when it is attached. > Whenever a Wizard sets their home from this community to a different one they must as an additional cost transfer 1 Thaum to the Wizard who attached this card here. / Whenever a Wizard sets their home to this community they must as an additional cost transfer 1 Thaum to the Wizard who attached this card here.
  41. Framed (2) [Trick] Must be in the same community as another Wizard > Choose another Wizard, change the attitude of that Wizard’s home towards them to Suspicious. / Choose another Wizard, change the attitude of that Wizard’s home towards them to Friendly.
  42. Small Dragon (1) [Monster] This card may be attached to a village by discarding one card, but not played > Reduce the economy of this card’s community by 1. If the economy rating was already 0, reduce all ratings of the community to 0 and unattach this card. / No effect.
  43. Child-Stealer (1) [Monster] This card may be attached to a village by discarding one card, but not played > Reduce the culture rating of this card’s community by 1. If the culture rating was already 0, reduce all ratings of the community to 0 and unattach this card / No Effect
  44. Raiding Goblins (1) [Monster] This card may be attached to a village by discarding one card, but not played > Reduce the war rating of this card’s community by 1. If the culture rating was already 0, reduce all ratings of the community to 0 and unattach this card / No Effect
  45. Toll Troll (1) [Monster] This card may be attached to a village or town by discarding one card, but may not be played > The economy rating of this card’s community may not be raised / Lower the economy rating of this card’s community by 2 and unattach this card.
  46. Proud Ghost (1) [Monster] This card may be attached to a village or town by discarding one card, but may not be played > The war rating of this card’s community may not be raised / Lower the war rating of this card’s community by 2 and unattach this card.
  47. Mad Beast (1) [Monster] This card may be attached to a village or town by discarding one card, but may not be played > The economy rating of this card’s community may not be raised / Lower the economy rating of this card’s community by 2 and unattach this card.
  48. Fire Elemental (1) [Monster] May be played for the up effect or attached in a down state > unattach a monster from a community / No other monsters may be attached to this card’s community.
  49. Alliance (1) [Labor] No constraint> Discard a faction card and increase the war rating of all communities with that faction by 1/ Discard a faction card and reduce the war rating of all communities with that faction by 1
  50. Trade Network (1) [Labor] No constraint> Discard a faction card and increase the economy rating of all communities with that faction by 1/ Discard a faction card and reduce the economy rating of all communities with that faction by 1
  51. Marital Ties (1) [Labor] No constraint> Discard a faction card and increase the culture rating of all communities with that faction by 1/ Discard a faction card and reduce the culture rating of all communities with that faction by 1
  52. Barban Roamer (1) [Person] No constraint > Increase the war rating a a village by 1 / Increase the Culture of a Barban community by 1.
  53. Grassfolk Herald (1) [Person] No constraint > discard a card and change a village or town’s attitude towards a wizard to friendly / discard a card and change a village or town’s attitude towards a wizard to suspicious.
  54. Mudling Princess (1) [Person] No constraint > Increase the culture of a mudling town by 1 / move an attached person from one community to a mudling community.
  55. Redlander Gardener (1) [Person] No constraint > set your home to a redlander community / Set the attitude of your home towards you to friendly
  56. Barban Renegade (1) [Person] No constraint > increase the war rating of a neutral community by 1 / Set the attitude of non-barban community towards a wizard to suspicious.
  57. Mudling Monk (1) [Person] may only be played if a mudling town or city exists > increase the culture of a mudling town by 1 / discard a card and lower the war rating of all mudling communities by 1.
  58. Fame Spreader (1) [Person] Must have at least 3 thaum to play. Reduces your thaum by 3 upon play. > Make a community friendly to another wizard/ Make a community friendly to yourself
  59. Blackmailer (1) [Person] Must have at least 3 thaum to play. Reduces your thaum by 3 upon play. > Make a community suspicious to another wizard/ Make a community suspicious to yourself
  60. Amnesiac (1) [Person] Must have at least 3 thaum to play. Reduces your thaum by 3 upon play. > Make a community indifferent to another wizard/ Make a community indifferent to yourself
  61. Ice Elemental (1) [Person] May be played for the up effect or attached in a down state. > For each tamer, exactly one monster will have no effect on the community./ Other Monsters will have no effect so long as this person is attached to the community.
  62. Arsonist (1) [Person] No constraint. > Unattach exactly one Structure attached to a community. / Nothing happens.
  63. Spring Cleaning (3) [Spell] As an additional cost to playing this card, spend Thaum equal to the score of the chosen cards > Choose any number of other cards in your hand and draw cards equal to their number / Choose any number of other cards in your hand and draw cards equal to their number. Discard up to the number of chosen cards and spend 3 Thaum for each discarded card.
  64. Highway Man (1) [Person] No constraint > Reduce the Economy of any community by 1 / Increase the War of any community by 1
  65. Mercenaries (3) [Person] Must have a friendly community with an Economy greater or equal to the average of all Economy ratings > Choose a friendly community which satisfies the constraint of this card, called community A. Decrease the War rating of a community which is Suspicious to you by half of the Economy of community A. Halve community A’s Economy. / Halve the Economy of a community which satisfies the constraint of this card.
  66. Flip (2) [Trick] Must be in a community with an attached card. As an additional cost pay an amount of thaum that you can pay. > Choose a number of cards attached to the community you are currently in whose score does not exceed half the amount of Thaum paid as part of this card’s constraint. Change those card’s state to Down. / Choose a number of cards whose score does not exceed half the amount of Thaum paid as part of this card’s constraint. Change those card’s state to Up.
  67. Wall (4) [Structure] Must have a friendly community with an Economy rating of at least 1 and a War rating of at least 1. This card can be attached to a community which satisfies the previous sentence. > When this card is first attached to this community reduce the Economy rating by 1 and increase the War rating by 1. Reduce any decreases to ratings of this community by 1. / Nothing happens.
  68. Ghostly Wall (4) [Structure] Must have a friendly community with an Economy rating of at least 1 and a War rating of at least 1. This card can be attached to a community which satisfies the previous sentence. > When this card is first attached to this community reduce the Economy rating by 1 and increase the War rating by 1. Reduce any decreases to ratings of this community by 1. / Nothing happens.
  69. Mudling Temple (4) [Structure] This card can be attached to any Mudling community which has another Mudling card attached to it > The Ratings of this community are all considered equal to this community’s highest Rating / When a card causes a rating of this community to be reduced the Wizard which played that card must choose between the lowest ratings instead of the rating which the played card directed them to reduce.
  70. Mudling Robes (1) [Object] Have a Person in your hand > Play a Person in your hand as if it were a Mudling card. / Play a Mudling Person card as if it were any other faction card.
  71. Barban Den (4) [Structure] This card can be attached to any Barban community which has another Barban card attached to it > This community’s War rating cannot be lowered / This community’s War rating increases by one each time a Barban card is played by a Wizard which this community is non-Suspicious towards.
  72. Barban Loincloth (1) [Object] Have a Person in your hand > Play a Person in your hand as if it were a Barban card. / Play a Barban Person card as if it were any other faction card.
  73. Redlander Market (4) [Structure] This card can be attached to any Redlander community that has another Redlander card attached to it > This community’s Economy rating cannot be lowered / This community’s Economy rating increases by one each time a Redlander card is played by a Wizard which this community is non-Suspicious towards.
  74. Redlander Afgan (1) [Object] Have a Person in your hand > Play a Person in your hand as if it were a Redlander card. / Play a Redlander Person card as if it were any other faction card.
  75. Grassfolk Acropolis (4) [Structure] This card can be attached to any Grassfolk community that has another Grassfolk card attached to it > This community’s Culture rating cannot be lowered / This community’s Culture rating increases by one each time a Grassfolk card is played by a Wizard which this community is non-Suspicious towards.
  76. Grassfolk Toga (1) [Object] Have a Person in your hand > Play a Person in your hand as if it were a Grassfolk card. / Play a Grassfolk Person card as if it were any other faction card.
  77. Court Position (1) [Labor] may only be played if your home is a city > increase a rating of your home by 1 / change your home’s attitude towards you to Friendly
  78. Magic Shop (1) [Labor] may only be played if your home is a town > increase a rating of your home by 1 / change your home’s attitude towards you to Friendly
  79. Village Healer (1) [Labor] may only be played if your home is a village > increase a rating of your home by 1 / change your home’s attitude towards you to Friendly
  80. Lonely Tower (1) [Labor] may only be played if your home is a ruin > place any monster card from the deck in your hand / change any community’s attitude towards you to Friendly
  81. Fireworks (1) [Spell] You must have 1 thaum to play this card > spend 1 thaum and change your home’s attitude towards you to Friendly / increase the culture rating of your home by 1
  82. Polite Introductions (1) [Labor] No constraint > change that attitude of a community (with the same faction as your home) towards you to Friendly / change your home to a community with the same faction as your current home
  83. Noisy Neighbors (1) [Labor] No constraint > reduce the Thaum of a wizard in a town by 2 / change the attitude of a town towards a wizard in that town to hostile
  84. Prohibition (2) [Trick] No constraint. > Pick a card, then remove it from all Wizards’ hands it is in, from all Communities it is attached to, and from the list of Cards. / Remove a card (which must be in the Deck) from the list of Cards.
  85. Haunted Prohibition (2) [Trick] No constraint. > Pick a card, then remove it from all Wizards’ hands it is in, from all Communities it is attached to, and from the list of Cards. / Remove a card (which must be in the Deck) from the list of Cards.
  86. Phantom Prohibition (2) [Trick] No constraint. > Pick a card, then remove it from all Wizards’ hands it is in, from all Communities it is attached to, and from the list of Cards. / Remove a card (which must be in the Deck) from the list of Cards.
  87. Ghostly Prohibition (2) [Trick] No constraint. > Pick a card, then remove it from all Wizards’ hands it is in, from all Communities it is attached to, and from the list of Cards. / Remove a card (which must be in the Deck) from the list of Cards.
  88. Spectral Prohibition (2) [Trick] No constraint. > Pick a card, then remove it from all Wizards’ hands it is in, from all Communities it is attached to, and from the list of Cards. / Remove a card (which must be in the Deck) from the list of Cards.
  89. Divine Intervention (2) [Spell] No constraint. > Select a pending proposal; that proposal is Vetoed. / Nothing happens.
  90. Road (4) [Structure] Must have 2 communities which are friendly towards you, each having a culture and economy rating above 2 > Choose two communities which satisfy this card’s condition, henceforth called A and B. Create two Road To X cards where on one card X is the name of community A and on the other card X is the name of community B. Attach the two cards to the aforementioned communities such that A has Road To B and community B has Road To A / Nothing happens.
  91. Thorn Hedge (2) [Structure] This card may only be attached by discarding a card, not played > This card’s community is considered a ruin only for the purposes of the Rule Legacy / This card’s community may not have any ratings changed.
  92. Enchanted Fields (2) [Structure] This card may only be attached by discarding two cards, not played > If this card’s community does not have the highest economy rating, raise its economy by 1 / raise the thaum of the wizard ruling this community by 1 to a maximum of 3.
  93. Stone Circle (2) [Structure] This card may only be attached by discarding two cards, not played > If this card’s community does not have the highest war rating, raise its war rating by 1 / raise the thaum of the wizard ruling this community by 1 to a maximum of 3.
  94. Great Library (2) [Structure] This card may only be attached by discarding two cards, not played > If this card’s community does not have the highest culture rating, raise its culture rating by 1 / raise the thaum of the wizard ruling this community by 1 to a maximum of 3.
  95. Anti-Magic Riots (1) [Labor] No constraint> change the change the home of a wizard to wilderness / change a communities attitude towards all wizard in that community to suspicious
  96. Barban Curse-Breaker (1) [Person] No constraint> Unattach a card which has a Magic Word in its name. / reduce a wizard’s Thaum by 2.
  97. Redlander Merchant (1) [Person] No constraint> Make a community with a card attached friendly to you / move a card attached to a community to a different community
  98. Magic Eater (2) [Monster] May only be attached to a community by discarding a card, not played > Unattach a random card attached to this card’s community. If none exists, attempt to move to a random community. / reduce the thaum of each wizard in this card’s community by 1
  99. Change of Heart (1) [Spell] No constraint > Choose a faction card in the deck that belongs to only one faction. On that card replace all instances of that faction with a different faction. / Choose a non-faction card and add a faction name to its title.
  100. Redlander Gardens (2) [Structure] This can only be attached to a Redlander community > Increase this community’s Economy rating by 1 each time a Person has an effect on it. / When a card that has the text “Redlander Gardener” within its name is played by anyone, increase the culture rating of this community by 2.
  101. Mudling Dojo (2) [Structure] This can only be attached to a Mudling community > Increase the lowest rating of this community by 1 each time a Person has an effect on it. / When a card that has the text “Mudling Monk” within its name is played by anyone, increase the war rating of this community by 2.
  102. Barban Firepit (2) [Structure] This can only be attached to a Barban community > Increase the War rating of this community by 1 each time a Person has an effect on it. / When a card that has the text “Barban Warrior” within its name is played by anyone, increase the War rating of this community by 2.
  103. Grassfolk Theater (2) [Structure] This can only be attached to a Grassfolk community > Increase the Culture rating of this community by 1 each time a Person has a effect on it. / When a card that has the text “Grassfolk Poet” is played by anyone, increase the Economy rating of this community by 2.
  104. Gauntlet of Power (1) [Object] No constraint. > Change the War Rating of a Community to match its Economy Rating. / No effect.
  105. Ring of Teleportation (1) [Object] No constraint. > Set your Home to a random Community. / No effect.
  106. Amulet of Illusion (1) [Object] No constraint. > You are considered to be Ruling your Home for the next hour. / No effect.
  107. Bag of Holding (1) [Object] No constraint. > Draw a card; then, if it is not an Object or a Potion, discard it. / No effect.
  108. Mirror of Persuasion (1) [Object] No constraint. > Make a Suspicious Community become Indifferent towards you and an Indifferent Community become Suspicious towards you. / No effect.
  109. Renaissance (2) [Labor] No constraints. > Add 1 to every Rating of any number of Villages, Towns and Cities. / Add 1 to every Rating of every Village, Town and City.
  110. Mystic Council (2) [Ritual] No constraint > increase the Thaum of every mage in your home by 2 / play the up effect of a card in your hand without paying any thaum, then return the card played to your hand.
  111. Mudling Witch (1) [Monster] May not be attached to a mudling community > when a potion is played on this community the thaum of the wizard playing it increases by 1 / potions may not be played on this community
  112. Barban Beast (1) [Monster] May not be attached to a barban community > When a structure is attatched to this community the wizard attatching it may draw a card / structures may not be attached to this community
  113. Grassfolk Exiles (1) [Monster] May not be attatched to a grassfolk community > When a Labor is played on this community the thaum of the wizard playing it increases by 1 / labours may not be played on this community
  114. Redlander Dragon (1) [Monster] May not be attatched to a redlander community > while this card is attached, any wizard in this card’s community may discard an object from their hand and draw two cards / When an object is played on this community, it must be removed from the player’s hand

Cards may never contain the characters ‘[’, ‘]’, ‘/’ or ‘>’ in any of their fields.

Card names may not have commas in them.

Cards

Each card must have a name (a text string); a score (which is a nonnegative integer); a type; a constraint outlining the circumstances under which it may be played, attached or scored; and two effects, divided into an Up Effect and a Down Effect. Each card’s type must be one of the following:

  • Spell
  • Potion
  • Ritual
  • Person
  • Monster
  • Labor
  • Trick
  • Forbidden
  • Structure
  • Object

If a card’s Constraint, Up Effect or Down Effect refer to “a (type),” such as “a potion,” that reference is considered to be shorthand for “a card of the type (type).”

A Wizard may have up to four cards in their hand; the contents of each Wizard’s hand are tracked as a comma-delineated list in the field “Hand” in the GNDT. No more than one Wizard may have a given card in their hand at a time, and a Wizard may not have more than one copy of a single card.

Any text contained in the field of a card is not considered normal ruleset text and should not be normally followed as such unless a different rule directs you to follow it in that way.

Proposing

The author of a proposal with one or more cards in it may choose to mark cards they don’t want in the ruleset after all. Cards are marked by having the author make a comment on that proposal with the text “SHRED X” where X is a list of card names present in that proposal which the author wishes to mark. Marked cards cannot be unmarked for that proposal and also do not get added to the ruleset upon enactment. For the purposes of this rule, text in proposals which are proposed to be cards but are not technically cards because of incorrect formatting are considered cards.

Drawing

If a Wizard is instructed by ruletext or a card’s affect to draw a card and they have less than 4 cards in their hand, they must randomly choose one card in the deck from the deck and add it to their hand.

If every card in the deck is in a Wizard’s hand, no Wizard may draw or Deal.

Dealing is a communal daily atomic action with the following steps:

  1. Create a randomly ordered list containing all Wizards who have fewer than 4 cards in their hand.
  2. Randomly choose one card in the deck, add it to the hand of the first Wizard in the list, and remove that Wizard from the list.
  3. Repeat the previous step until either the list is empty or the deck is empty.
  4. Perform the effect of each attached card associated with its state, if that effect is an action

The site http://derrickthewhite.com/CodingProjects/dealWizardCards.html shall be known as the “Auto-Dealer”

When Dealing, steps 1-3 may be substituted for the following:

  1. Generate a random number by rolling DICE54321 on the GNDT, and place it into the seed field of the Auto-Dealer
  2. Paste the each row of the GNDT table containing a wizard into the GNDT field of the Auto-Dealer
  3. Paste the complete card list in the rule set into the card list field of the Auto-Dealer
  4. List the names of all cards attached to communities in the attached field, each card on its own line.
  5. click the button marked ‘process’, and add each card listed to the hand of the wizard appearing on the same line.

If the rule “Cards” contains the text “Wizards other than the Historian may not draw cards.”, Dealing is not legal.

Playing

A Wizard may play a card which is in their hand, unless the card’s constraint prevents them from doing so. To play a card, the Wizard performs the following Atomic Action, known as “Spellcasting”:-

  • Optionally spend 1 Thaum to apply the Up Effect of the card, unless the card’s constraint prevents them from doing so.
  • If they did not apply its Up Effect in the previous step, optionally apply the Down Effect of the card, unless the card’s constraint prevents them from doing so.
  • If the card is still in their hand, remove the card from their hand. (If the card is an Object and its Up effect was applied earlier in this action, they may choose not to perform this step.)

Cards which affect an element of the gamestate are considered to be played on that element. For clarification a single card is not limited to being played on a single gamestate element, as an example a card which changes the stats of two communities is played on both of them.

Discarding

A wizard may discard a card when instructed to by a card’s effect. When a wizard discards a card, it is removed from that wizard’s hand. A wizard may not discard a card they do not have in their hand. If a card effect would require a wizard to discard a card they do not have in their hand, that effect may not be performed when the wizard plays the card. The most powerful effects in the game should require cards to be discarded as part of their effect.

Scoring

A Wizard may score a card which is in their hand, unless the card’s constraint prevents them from doing so. Upon doing so, they remove that card from their hand and simultaneously add its score to their Thaum.

Attaching

A Wizard may attach a Monster or Structure in their hand, unless the card’s constraint prevents them from doing so. Upon doing so, they choose a Community and an Up state or a Down state. The card is then removed from their hand and attached to the Community in that State. The Community a Card is attached to may be called that Card’s Community.

The effect of an attached card corresponding to its state is rules text if it is not an action.

When a card is unattached, it is removed from the list of attached cards in the community it is attached to.

Trading

Should two Wizards, A and B, agree via private communication that Wizard A will trade one card in their hand for one card in Wizard B’s hand, either such Wizard may post a comment (called the “trade announcement comment”) to the GNDT that declares a trade in progress, names the other Wizard, and names the two cards they intend to trade. The other Wizard may then, within 24 hours, perform this trade (with both cards changing hands simultaneously) and update the GNDT to reflect it.

Both cards must still be in their respective Wizards’ hands until the trade is performed, or it cannot take place. If the trade announcement comment is more than 24 hours old, and the trade has not yet been completed, the trade attempt is rendered invalid and must be restarted with a new trade announcement comment if the trade is still to take place.

Duplicating

When a card is Duplicated, one copy of that card is added to the list in “Deck”, with one Magic Word added as a new word to the start of its Name (or after the word “the” if the Name contains the word “the”). The Magic Words are Ghostly, Haunted, Phantom and Spectral. A Duplicated card must have a different name to all other cards, and cannot contain more than one Magic Word.

A Wizard may Duplicate any card in their hand by discarding it.

A Wizard may Duplicate any Spell, Potion, Ritual or Trick card by spending 1 Thaum.

A Wizard may Duplicate any Monster card by reducing by 1 the War of a Community they are Ruling.

A Wizard may Duplicate any Person or Labor card by reducing by 1 the Culture of a Community they are Ruling.

A Wizard may Duplicate any Structure or Object card by reducing by 1 the Economy of a Community they are Ruling.


Communities

Communities exist, and are tracked as a list in this rule. Each Community has a Name (between one and two words), a Faction (a single word), and Ratings for War, Culture and Economy (all integers defaulting to zero), all of which are tracked in the community list in this rule.

Each Community has an Attitude towards each Wizard, which is either Suspicious, Indifferent or Friendly, defaulting to Indifferent to each Wizard. This is tracked in the community list in this rule, although if a Community is Indifferent to a Wizard, this need not be spelled out.

The Communities are:-

  • The Harbour: Neutral Faction. War = 0, Culture = 0, Economy = 1. Friendly to Derrick.
  • Native tribe: Barban faction. War= 4, Culture= 0; Economy=1. Friendly to Derrick.
  • Elitist Forrest. Grassfolk faction. War=1, Culture=2, Economy=2. Friendly to Derrick, Suspicious of Brendan.
  • Swamp. Mudling faction. War=4, Culture=2, Economy=2. Friendly to Derrick, Kevan, Brendan, card.
  • The Red Plains. Redlander faction. War=2, Culture=1, Economy=2. Friendly to Derrick, Jumble. Suspicious of Corona. Attached cards: Wall (Up).
  • Hidden Secret-holders: Neutral faction. War=2; Culture =5, Economy=1. Friendly to Derrick, Jumble, Trigon.
  • The Wilderness: Neutral Faction. War = 0, Culture = 0, Economy = 1.
  • The Far Island: Neutral Faction. War = 0, Culture = 0, Economy = 1. Friendly to Kevan, card, Brendan. Suspicious of Jumble, Trigon.

The size of a Community is the sum total of its Ratings. A community with a size of 0 is a ruin and must have a faction of Neutral. A Community with a size between 1 and 5 is a Village. A community with a size between 6 and 10 is a Town. A community with a size of 11 or more is a City.

When a Wizard Vexes a Community, that Community becomes Suspicious to them if it is not already.

Each community has a number of Attached Cards, which are either in an up state or a down state. The cards and their state are tracked in the community list in this rule.

Text on a card which states “X Y community” where X is an attitude and Y is the empty string or a Faction, means “a Y community which is X towards you”

Factions

A community's faction must be one of the following:

  • Neutral
  • Mudling
  • Barban
  • Redlander
  • Grassfolk

Factions other than neutral are known as "Active" Factions.

A community with a faction of X may be referred to as an X community. A card with a faction name in it may be referred to as a “Faction Card” or as an “X Card”, where X is the name of the faction appearing.

Homes

Each Wizard has a Home, tracked in the GNDT - a Wizard’s Home is a Community, defaulting to the Wilderness if it exists. (If a Wizard’s Home is the Wilderness, this may be tracked as just “-”.)

A Wizard may set their Home to a Community by discarding a card which contains the name of that Community’s Faction. A Wizard in the Wilderness may set their Home to any Community which is Home to a Wizard.

A wizard is “In a community” if their home is that community.

A Wizard Rules a Community while they are the only Wizard to have a Home in it.

A Wizard may “guide” their home by paying four Thaum and increasing a rating in their home by 1.

Thaum

Each Wizard has an amount of Thaum, which is a nonnegative integer, tracked in the GNDT.

Tokens

This rule contains card which are created by other cards for purposes of tracking information or for when using the played card is unfeasible.

The following numbered list is a list of legal token cards

  1. Road To X (3) [Structure] This card can be attached to a community when it is created by playing the Road card > When a person is played on X which changes a Rating, the Wizard which played that card may choose to do half of that change to X instead of to this community. / When this is first attached, increase the culture of this community by 1.

Legacy

A wizard’s glory is equal to the sum of the sizes of every community friendly to them. A wizard’s infamy is equal to the sum of the sizes of every community suspicious to them. A wizard’s legacy is equal to their glory plus half of their infamy

A wizard who has a greater legacy than the legacy of all other wizards (excluding the historian) when each community is either a city or a ruin has achieved victory.

The Devil's Playthings

When a Wizard is unidled, all cards are removed from their hand.

The Historian

For the purposes of text on cards and Dynastic rules which do not deal with voting, The Historian is not a Wizard.


Special Case

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

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

Tags [Active]

Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to a Wizard.

Atomic Actions [Active]

When a Wizard performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action until all such steps are complete. All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Actions that is itself a step of a parent Atomic Action.

If one or more steps of an Atomic Action were done incorrectly, the Wizard must redo the Atomic Action. In redoing an Atomic Action, the Wizard uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.

For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the Wizard would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.

If the Atomic Action was illegal due to a die that was wrong in the GNDT (for example, rolling a 1 on a DICE6 gives that Wizard a point and the rest do nothing and the Wizard rolls a DICE5 in the first one) and in redoing the Atomic Action they get the same effect as before (i.e. rolling an incorrect die and getting result X but then rolling the correct die and still getting result X) then the steps that depended upon that result are valid and don’t need to be redone. Steps that depend upon multiple dice which were done incorrectly must have each incorrect die have the same effect to be considered valid.

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

This rule cannot be overruled by the Dynastic Rules.

Seasonal Downtime [Active]

Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.

Dormancy [Active]

If there are fewer than five Wizards, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.

No Orphan Variables [Active]

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

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

Appendix

Keywords

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

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

Gamestate Tracking

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

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

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Wizard is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or ruleset, and if it has been posted for less than six hours, then any admin may change it to be in the Proposal category. A New Wizard is defined as a Wizard who has been a Wizard for fewer than seven days or a Wizard that has unidled in the past seven days after being idle for at least 3 months.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Wizard may update any Wizard's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a Wizard’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 Wizard may correct the GNDT to comply with the Gamestate.

If a Wizard 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, Wizards are encouraged to raise a Call for Judgement instead. Wizards shall be assigned a password for the GNDT when they join the Nomic.

Random Generators

The GNDT can be used to generate random results.

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.

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

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

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, and a rule that allows Wizards to transfer a numeric value only allows them to transfer that value from themselves to another Wizard (of their choice unless otherwise stated).
  • A Wizard who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
  • Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the GNDT if N is 22 or more digits long.

Rules and Proposals

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

Time

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

Spelling

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

Names

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

Prioritisation

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