Ruleset 106
Contents |
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Crooks 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.
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
Crooks 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”.
Crooks
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be an Crook. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Crook.
a Crook may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. a Crook may not rejoin the game within two weeks after having left. a Crook may only change their name as a result of a proposal approving the change.
Some Crooks are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Crooks 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 Crooks
Some Crooks 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”, “Crooks”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Crooks are not counted as Crooks.
If a Proposal contains a provision that targets a specifically named Idle Crook, then that Idle Crook is considered to be Unidle solely for the purposes of enacting that specific provision
When a Crook 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 Crook Idled in a different dynasty), the Crook is given the default value for new Crooks, if such a value exists.
An Admin may render a Crook Idle if that Crook has asked to become Idle in an entry or comment from the past four days, or if that Crook 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. An Admin may Unidle a Crook if that Crook 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 Crook who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Crook, known as the Mastermind. If there is no Mastermind, the Dynasty is a Metadynasty.
Proposals
Any Crook may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Crook already has 2 Proposals pending, or has already made 3 Proposals that day).
Special Proposal Voting
When a Crook casts an explicit vote AGAINST their own Proposal, this renders the Proposal Self-Killed, even if the author later changes their Vote. The Mastermind may use VETO as a voting icon to cast a Vote on a proposal; when the Mastermind casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Mastermind later changes their Vote.
If a Crook other than the Mastermind casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Mastermind. When the Mastermind has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Mastermind’s Vote for the purposes of other rules unless otherwise specified.
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 either of the following is true:
- It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.
- It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.
The oldest pending Proposal may be failed by any Admin, if any of the following are true:
- It could not be Enacted without either one of the Votes AGAINST it being changed, or the set of Crooks being changed, or by awaiting the passage of time.
- It has been open for voting for at least 48 hours and cannot be Enacted.
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
Votable Matters
A Votable Matter is a post which Crooks may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Each Crook 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 Crook’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-Crook never has a Vote, even if they were a Crook previously and had cast a valid Vote.
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
Calls for Judgement
If two or more Crooks actively disagree as to the interpretation of the Ruleset, or if a Crook feels that an aspect of the game needs urgent attention, then any Crook may raise a Call for Judgement (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.
This Rule may not be overruled by Dynastic Rules.
Victory and Ascension
If a Crook (other than the Mastermind) 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 “Crooks”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
Every Crook may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
A Pending DoV may be enacted if any of the following is true:
- It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Mastermind has Voted FOR it or it has no AGAINST Votes.
- It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
- It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
A DoV may be failed if any of the following are true:
- It has been open for voting for at least 12 hours, and it could not be Enacted without either at least one of the Votes AGAINST it being changed, or the set of Crooks being changed, or by awaiting the passage of time.
- It has been open for voting for at least 48 hours and cannot be Enacted.
When a DoV fails and there are no pending DoVs, Hiatus ends.
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Crook who made the DoV as its Mastermind. That Crook may pass this role to another Crook at this point by making a post to that effect, if they wish. The Hiatus continues until the new Mastermind makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Mastermind's chosen theme for the new Dynasty, and may optionally specify that the terms Crook and Mastermind 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 has a number of AGAINST Votes that exceed Quorum, the Crook 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 Crook'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 Crook within BlogNomic.
- a Crook 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 Crook should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- a Crook should not edit their own blog comments once posted, nor those of any other Crook.
- a Crook should not edit the "Entry Date" field of a blog post.
- a Crook should not make a DoV primarily to delay the game by putting it into Hiatus.
- a Crook should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
Seasonal Downtime
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
Dynastic Rules
The Team
The Mastermind needs six team members for his big job. Each role has a Skill score, calculated using the criteria in brackets after its name. If a Crook (the “Applicant”) has a higher Skill score for that role than the current holder of that role (or there is no current holder), and if that Skill score is above zero, they may assign themselves to that role (replacing any current occupant and removing themselves from any other role they hold) by editing this rule to include their name next to that role. No Crook may be assigned to more than one role and no role may be assigned to more than one Crook. The Mastermind may edit this rule at any time to remove the name of a Crook from it. The roles required are as follows:
- Security (number of Keys the Applicant has, multiplied by two):
- Muscle (highest Stat with the Applicant’s name among all Gyms): Clucky
- Explosives (highest Explosives Stat among all Labs the Applicant has access to): Argon14
- Con Artist (Cash the Applicant has, divided by 50, rounding down):
- Acrobat (highest Stat with the Applicant’s name among all Gyms): Murphy
- Getaway Driver (the highest Chassis+Engine+Transmission-Heat total on a Car, among all those the Applicant has access to): Kevan
If the Mastermind has a separate Crook assigned to each of the six roles and at least five of those Crooks’ Skill scores for their roles are above 8 at that time, then they may at any time make a story post with a subject of “The Con is On”. From the point at which such a post is made onwards, the game is said to be in a State of Con.
2 Fast, 2 Furious
If the game is in a State of Con, then the Mastermind may, as a daily action, Stage a Heist. Upon doing so, if a single Crook who has a role also has a higher Attention score than each other Crook who has a role, then that Crook achieves victory.
The Garage
Some items may have Stats, which are listed in brackets after the item’s name - each Stat is a number between 0 and 10, defaulting to 0 unless otherwise specified
Each Crook has a Garage, the contents of which can be found at the Garage page of the wiki. Each Crook’s Garage initially has two Berths. Any item that can be put in the Garage is assumed to take up one Berth unless otherwise stated, and an individual item can never take up less than one Berth.
The Scrapheap is also tracked on the same wiki page. A Crook may move an item out of their Garage and into the Scrapheap at any time, and may, as a weekly action, take a single item from the Scrapheap and place it in their Garage. If a Crook is permitted to put an item in their Garage then they may do so provided that they have a free Berth; otherwise, they must place either the newly-acquired item or an existing item in their Garage into the Scrapheap. Any Crook may clear the Scrapheap at any time on a Sunday, provided that the Scrapheap has not already been cleared that Sunday.
Each Crook may carry the Key to a number of Garages; these Keys are tracked in the “Keys” field of the GNDT, as a comma-separated list of names of Crooks to whose Garages the Keys belong to. (Although a Crook’s Key to his or her own Garage should not be tracked, nor the Keys belonging to the Mastermind.) A Crook is always considered to have a Key to his or her own Garage, and the Mastermind is always considered to have the Keys to all Garages. If a Crook has the Key to a Garage, they are considered to have access to everything in that Garage.
As a daily action, a Crook may either Cut a Key or Change their Locks. If a Crook Cuts a Key, they may give a copy of any one Key they currently hold to any Crook. If a Crook Changes their Locks, they may remove their name from the “Keys” field of every Crook.
Hotrods
A Car is an item that takes up one berth. A Car has stats for Chassis, Engine, Transmission and Heat.
As a daily action, a Crook may attempt to steal a car by rolling DICE4 three times - upon doing so, they steal a car with the result of the first die roll as its Chassis, the second as its Engine and the third as its Transmission. Within ten minutes of stealing the car, they may choose to either ditch the car to no effect, or add it to any Garage they have access to with a Heat of 10.
At any time, a Crook can modify their Car by combining it with an item stored in a Garage they have access to. The item that was used to modify the car then ceases to exist, but is listed along with the Car’s statistics as a modification. When used to modify a Car, an item may amend that Car’s statistics or give it additional characteristics. Such modification bonuses should be detailed in the Fence’s inventory, if the item is in the Fence’s inventory. If a Car gains a third modification, its Heat is set to 15 and is referred to as “recognisable”.
Breaking Bad
A Lab is an item that takes up one berth. A Lab has stats for Chemicals, Narcotics and Explosives. As a daily action, a Crook may pay $50 to add a Lab to an empty berth in a Garage they have access to.
At any time, a Crook may tinker with a Lab that they have access to, to do any of the following:-
- Spend $5 to increase the Chemicals of that Lab by 1.
- Decrease the Chemicals of that Lab by 3 to increase its Narcotics by 1. This is Risky.
- Decrease the Chemicals of that Lab by 2 to increase its Explosives by 1. This is Risky.
Before undertaking a Risky piece of tinkering, the Crook must roll DICE10 in the GNDT. If they roll below the current value of the Stat they are attempting to increase, the Stat is not increased and is instead set to zero.
Working Out
A Gym is an item that takes up one berth. A Gym has a Stat for the name of each Crook and idle Crook, representing the weights and equipment settings tailored to that Crook; if that Stat is zero then it is not tracked in the Garage. As a daily action, a Crook may pay $50 to add a Gym to an empty berth in a Garage they have access to.
As a weekly action, a Crook may roll DICE5 in the GNDT and add the result to the Stat with their name in any Gym that they have access to. If a Crook has access to more than one Gym, they may copy the Stat with their name from one Gym to another.
Chop Shop
A Respray Kit is an item that takes up one berth. As a daily action, a Crook may pay $50 to add a Respray Kit to an empty berth in a Garage they have access to.
As a weekly action, a Crook who has access to a Respray Kit may - if the Garage containing that Kit also has one empty berth - spend $25 to reduce by 3 the Heat from a single Car that they have access to.
$
All Crooks have a quantity of $ (or “Cash”) which is tracked in the GNDT. This quantity can be any whole number between -50 and 2000, and defaults to 100.
The inventory of Bob the Fence is tracked on the wiki page Fence. Items in Bob the Fence’s inventory must have a cash value detailed in the ruleset. Any Crook may at any time buy an item from Bob the Fence’s inventory by decreasing their $ by the cash value of the item that they wish to buy; they may then remove it from the Fence’s inventory and add it to their own Garage.
A Crook may at any time sell an item that is in their Garage to the Fence for 80% of its cash value, provided that that item has a cash value. To do so, they must add that item to the Fence’s inventory on the wiki and remove it from their own Garage; they may then increase their $ by 80% of that item’s cash value, rounded down.
As a weekly action, a Crook may add an item to Bob the Fence’s inventory by rolling DICE5 and adding the item from the following list that has that number, with a name of their choice:
- An item with Modifications of “Chassis +DICE4”
- An item with Modifications of “Engine +DICE4”
- An item with Modifications of “Transmission +DICE4”
- An item with Modifications of “Chassis +DICE2, Engine +DICE2, Transmission +DICE2”
- An item with Modifications of “Heat -DICE5”
Where an item in the list includes DICE values, those should be replaced with values of those rolls at the time the item is added. The cash value of these items is equal to the sum of the ordinals of all numbers in their Modifications, multiplied by 50. The Mastermind may rename items in Bob the Fence’s inventory at any time.
Transfers
A Crook may transfer a positive amount of cash from themselves to another crook at any time under the following stipulations:
- The transfer does not leave the Crook with less than $0 cash
- A Crook does not transfer more than $50 to the same Crook during any week
- A Crook does not transfer more than $100 in total during any week
- A Crook does not receive more than $100 in total transfers during any week
Marks
The Mastermind may, as a daily action, make a story post detailing a new Mark. Each Mark has a Requirement and a Reward, and the story post introducing each Mark must specify these. A Mark’s Requirement must take the form of a detailed explanation of what configuration of items and capabilities a Crook or group of Crooks must have in order to undertake the Mark, and a Reward must detail the items and $ that will be available to the Crooks should they successfully complete the Mark. A Mark’s Reward consists of a single named item with a randomly determined cash value of DICE30 multiplied by 10, and a $ amount of DICE20 multiplied by 10.
Any Crook may announce their intention to tackle a Mark by PMing the Mastermind with a statement to this effect, and optionally a list of Crooks who they are willing to collaborate with against this Mark. A Squad is a group of Crooks who are all willing to collaborate with one another against the same Mark, and who are not willing to collaborate with any other Crooks. If a Crook has announced an intention to tackle a Mark but it is not willing to collaborate with anybody, then they are a one-person Squad.
If a Mark is more than 48 hours old, the Mastermind may resolve it. Any Squad collaborating against the Mark whose members meet the requirements of that Mark are considered to be Effective Squads for the purposes of that Mark. Upon resolving the Mark:
- If one or more Effective Squads exist for the Mark, then the Mastermind must select one of them at random; this Squad completes the Job.
- If no Effective Squads exist for the Mark, then the Job fails.
The Mastermind must then make a comment to the Mark post announcing the result.
If the Job is completed, then the Crooks in the selected Squad should privately agree how best to allocate the rewards. If they have done so, any of the Crooks in that Squad may make a comment to the Mark story post to detail the reward allocation; and once all Crooks in that Squad have marked that post with a FOR vote symbol, the Mastermind can release the rewards as dictated. Any reward not allocated is put in the Scrapheap.
Hot Rods
If a car has a combined Chassis, Engine and Transmission of 8 or more, and a Heat of zero, then it is considered to be Getaway Suitable.
Identity Theft
If a Crook hasn’t undertaken an action in the GNDT in the preceding week, that Crook is vulnerable to Identity Theft.
Any Crook may, at any time, perform any Identity Theft on another Crook by undertaking any action, other than actions governed by the core rules, as that Crook, provided that that Crook would be able to perform that action themselves, and provided that that Crook is vulnerable to Identity Theft.
If a Crook is the victim of Identity Theft then they may, provided that the incident of Identity Theft took place within the preceding 96 hours, make a story post, which must contain the word “Justice” in the title, and which must set out whether they would prefer Legal Justice or Street Justice. If the Mastermind agrees that Identity Theft has taken place then he should indicate agreement with a FOR vote on the post within 24 hours of the post being made. If the request is for Legal Justice then the Mastermind must then transfer $ or items from the perpetrator to the victim equal to the scale of the victim’s losses from the initial infraction. If the request is for Street Justice then the victim may then set fire to the perpetrator’s Garage, by changing the item in all berths to “Burned Rubble”.
Attention
Each Crook has an Attention, an integer value tracked in the GNDT that can be between zero and 100, defaulting to zero.
Whenever a Squad successfully completes a Mark, every Crook in that Squad gains one Attention.
Illegal Street Race
There is an illegal street race scheduled for Thursday 13th December 2012. On of after that day, the Crook whose Car has the highest Raciness has achieved victory.
A Car’s Raciness is calculated by subtracting that Car’s Heat from whichever of its other Stats is highest (with the alphabetically earliest tied Stat being chosen in the event of a tie), setting that statistic to 1 if the result is less than 1, then multiplying its Chassis, Transmission and Engine together.
A Crook may expend 1 Explosives from a Lab in a Garage that they have access to, to increase the Engine of a Car that they have access to by 1.
A Crook may expend 2 from the Stat that bears their name in any Gym that they have access to to improve the Chassis of any Car that they have access to by 1.
On Wednesday 12th December 2012, a Crook may expend 1 Narcotics from a Lab in a Garage that they have access to increase the Heat of a Car that they have access to by 2.
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 Crooks.
- Daily Action
- If a game action is a Daily Action, each Crook able to perform it may take that action once each day, but not more than once every ten hours.
- 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 Crook’s Effective Vote Comment with respect to a given Votable Matter means that Crook’s Comment to that Votable Matter, if any, that contains that Crook’s Vote on that Votable Matter.
- Flavour Text
- When posting a blog entry, a Crook 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.
- IRC Channel
- The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
- May
- "is permitted to"
- May not
- "is not permitted to"
- Post
- A blog post published to the BlogNomic weblog at blognomic.com
- Quorum
- Quorum of a subset of Crooks is half the number of Crooks in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Crooks it is referring to, it is referring to a Quorum of all Crooks.
- Resolve/Resolution
- If used in a context of a Votable Matter, the world “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.
- 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.
- Vote
- The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
- Voting Icons
- For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.
- Week
- References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
- Weekly Action
- If a game action is a Weekly Action, each Crook able to perform it may take that action once each week, but not more than once every twenty-four hours.
- Weekly Communal Action
- If a game action is a Weekly Communal Action, it can be performed by any Crook, but only if it has not been performed (by any Crook) already in the same week.
- Wiki
- The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page
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 Crook 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.
If no Crook has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status.
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following exception: Whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish.
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 Crook may update any Crook's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Crook may correct the GNDT to comply with the Gamestate.
If a Crook 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, Crooks are encouraged to raise a Call for Judgement instead. Crooks 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.
- The VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Crook with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
Clarifications
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 Crooks to transfer a numeric value only allows them to transfer that value from themselves to another Crook (of their choice unless otherwise stated).
- a Crook 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 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.
- If a game variable has no defined starting value for new Crooks, or for existing Crooks upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).
- 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)
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.
- 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 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.
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.
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 Crook if it is explicitly stated that it refers to a Crook's name.
Prioritisation
- 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 a Core Rule, or if both of them are a Dynastic Rule, the part with more limited scope applies. (e.g. if the rules “Crooks may Kick each other” and “Crooks may not kick each other on Tuesdays” exist, and it is Tuesday, Crooks may not Kick each other.)
- If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Crooks may Punch a Spaceman on Friday” and “Crook may not Punch Spacemen on Friday”, then Crooks may not Punch Spacemen on Friday.)