Ruleset 110

From BlogNomic Wiki
Jump to navigation Jump to search

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Nobles 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.

Nobles 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”.

Nobles

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

A Noble may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Noble may not rejoin the game within two weeks after having left. A Noble may only change their name as a result of a proposal approving the change.

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

This rule may not be overridden by dynastic rules.

Idle Nobles

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

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

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

An Admin may render a Noble Idle if that Noble has asked to become Idle in an entry or comment from the past four days, or if that Noble 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 provided they’ve made a post or comment declaring their intent to do so in the past four days. An Admin may Unidle a Noble if that Noble 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 Noble 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 Noble, known as the Arbiter. If there is no Arbiter, the Dynasty is a Metadynasty.

Votable Matters

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

Each Noble 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 Noble’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-Noble never has a Vote, even if they were a Noble 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.

Proposals

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

Special Proposal Voting

When a Noble casts an explicit vote AGAINST their own Proposal, this renders the Proposal Self-Killed, even if the author later changes their Vote. The Arbiter may use VETO as a voting icon to cast a Vote on a proposal; when the Arbiter casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Arbiter later changes their Vote.

If a Noble other than the Arbiter casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Arbiter. When the Arbiter 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 Arbiter'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 Nobles 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.

Calls for Judgement

If two or more Nobles actively disagree as to the interpretation of the Ruleset, or if a Noble feels that an aspect of the game needs urgent attention, then any Noble 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 Noble (other than the Arbiter) 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 “Noble”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

Every Noble 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 Arbiter 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 Nobles 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 Noble who made the DoV as its Arbiter. That Noble may pass this role to another Noble at this point by making a post to that effect, if they wish. The Hiatus continues until the new Arbiter makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Arbiter's chosen theme for the new Dynasty, and may optionally specify that the terms Noble and Arbiter 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 Noble 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 Noble'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 Noble within BlogNomic.
  • A Noble 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 Noble should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Noble should not edit their own blog comments once posted, nor those of any other Noble.
  • A Noble should not edit the "Entry Date" field of a blog post.
  • A Noble should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Noble 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

Family Matters

Every Noble has a Family, tracked in the GNDT in the column “Family” and defaulting to “-“. The valid values for Family are “York”, “Lancaster” and “-“. As a weekly action, any Noble with a Family of “-” may set their Family to any valid value besides “-“.

The GNDT row “York” has a Family value of “York”, and the GNDT row “Lancaster” has a Family value of “Lancaster”.

Family Actions

Any Noble with a Family may submit a Family Action, for their Family to perform a Dynastic action as an individual Noble would, by posting an entry in the “Family Action” category (as long as they doesn’t have a pending Family Action, or their Family doesn’t have 3 pending Family Actions). A Family Action’s title’s Subject must begin with either “YORK:” or “LANCASTER:”, corresponding to the Family of the Noble who posted it; the EVCs on a Family Action are only those from Nobles in its corresponding Family. The oldest pending Family Action passes if it has been pending for at least 24 hours and it has at least 2N/3 votes FOR, where N is the number of Nobles in its corresponding Family. The oldest pending Family Action fails if it has been pending for at least 36 hours and cannot be enacted, or if it has been pending for at least 24 hours and it has at least 2N/3 votes AGAINST, where N is the number of Nobles in its corresponding Family.

Titles

A Noble may hold one or more Titles. Titles are divided into three Ranks which are, in descending order: Dukedoms, Earldoms and Baronies. A Noble who holds a Dukedom is Duke of that Dukedom; the same holds for Earldoms and Earls, and for Baronies and Barons. It is Improper to mention the name of another Noble in a post or comment without appending their Title or Titles with the highest Rank, optionally also listing their other Titles in descending order of Rank.

A Dukedom may hold Lordship over one or more Earldoms. An Earldom may hold Lordship over one or more Baronies. If a Dukedom holds Lordship over an Earldom which holds Lordship over a Barony, the Dukedom holds High Lordship over that Barony.

If a Title holds Lordship or High Lordship over another Title, the Nobles who hold those Titles may be referred to as each other’s Lord and Vassal, respectively. This is only true if the Titles are held by two different Nobles. A Noble may be Lord and/or Vassal to another Noble through more than one Title. If a rule references a set of Lords or a set of Vassals and a single Noble fulfils this requirement more than once, they are treated as a separate Noble for each time they fulfil this requirement (i.e. if a rule specifies that all Vassals of a Noble receive one Wealth, and another Noble is a Vassal of that Noble through three Titles, they receive three Wealth).

The Peerage wiki page denotes the available Titles and their hierarchy, and tracks the Nobles who hold those Titles. Titles which are not currently held by a Noble are Abeyant. If Title A has Lordship or High Lordship over Title B, Title A is said to be Above Title B and Title B is Below Title A. Additionally, a list of each of Noble containing the number of titles they hold, and any Noble who is their Lord (and the number of times that Noble fulfills the Nobles requirement) is kept on this page. It is Improper to update any Titles and not also correctly update this list to match within ten minutes.

If a Noble becomes Idle, he automatically relinquishes all Titles he holds as outlined in the rule Relinquishment.

Letters Patent

If no Abeyant Baronies exist, any Noble may create one with a name of "Baron" or "Baron of", followed by a unique name from either of the lists on this page (from the column titled "Name of barony").

If each existing Earldom is below a Dukedom, any Noble may create a new Abeyant Earldom with a unique name taken from the list "Earldoms in the Peerage of England, 1066–1707", found on this page (from the "Title" column).

Dignity

Every Noble has Dignity, which is a positive integer no greater than 100, which is tracked in the GNDT column entitled “Dignity”, and which defaults to the average Dignity of all Nobles. If a Noble performed an Improper act within the past 48 hours and has not yet been Mocked for it, any Noble may Mock them for that act by reducing the offending Noble’s Dignity by one-tenth. If a Noble performed an Outrageous act within the past 48 hours and has not yet been Ridiculed for it, any Noble may Ridicule them for that act by halving the offending Noble’s Dignity.

In addition, each Family has Dignity, tracked in their GNDT rows.

A Noble with a Dignity of 25 or less is a Scoundrel.

Wealth

Each Noble has a numerical statistic called Wealth, tracked in the GNDT, and defaulting to 10.

Obtainment

A Noble whose Family isn’t “-” may obtain an Abeyant Barony by spending 4 + N Wealth, where N is the number of Baronies, Earldoms and Dukedoms which that Noble holds, and (if that Barony is not yet below an Earldom) placing it Below an existing Earldom. If the Earldom that now has Lordship over the obtained Barony is not yet Below a Dukedom, the Noble must place that Earldom Below the Dukedom of their choice. It is Improper to obtain a Barony that is not Below the Dukedom corresponding to one’s Family this way.

If an Earldom is Abeyant, a Baron who holds a Barony below that Earldom may obtain that Earldom by spending 8 + 2*N Wealth, where N is the number of Earldoms and Dukedoms which that Noble holds, and, for each Title below that Earldom that is not Abeyant and not held by them or a Scoundrel, transferring 1 Wealth to the Noble who holds that Title.

If a Dukedom is Abeyant, an Earl who holds an Earldom below that Dukedom may obtain that Dukedom by spending 12 + 4*N Wealth, where N is the number of Dukedoms which that Noble holds, and, for each Title below that Dukedom that is not Abeyant and not held by them or a Scoundrel, transferring 2 Wealth to the Noble who holds that Title.

It is Improper to obtain a Title through the mechanisms laid out by this rule if one has already done so that day.

Relinquishment

A Noble may Relinquish any Title they hold by making it an Abeyant Title, and updating the gamestate accordingly. A Noble gains 6 Wealth upon Relinquishing a Dukedom, 5 Wealth upon Relinquishing an Earldom, and 4 Wealth upon Relinquishing a Barony.


Knights

Every noble has a non-negative integer statistic entitled “Knights”, tracked in the GNDT and defaulting to 0. At any point, a Noble may spend 2 Wealth to gain a Knight.

A Noble without any Knights is considered defenseless.

Every noble has a non-negative integer statistic entitled “Queued Knights” which defaults to zero. A Noble may change their Queued Knights at any time. Queued Knights are not considered to be Knights.

At any time, a Noble may spend two knights to destroy an Abeyant Barony, removing it from the Peerage page.

Taxes

If at least 48 hours have passed since Time was last Advanced, any Noble may Advance the Time by making a post to that effect and performing the following, in order:

  1. Each Noble receives 2 Wealth.
  2. For every Title, the Noble who holds that Title (if there is one) receives 3 Wealth.
  3. For every Noble, 1 Wealth is transferred from that Noble to each of their Lords who has more Knights than them.
  4. Parcels are Occupied pursuant to the rule “Settling”.
  5. Each Noble gains 1 Wealth for each Occupied Parcel they have.
  6. Each Noble’s progress is increased by the number of Artisans they have. If their progress is greater than or equal to 5 * (G + 1) where G is their great works, their progress is reduced by 5 * (G + 1) and their great works are increased by one. This is repeated until their progress is less than 5 * (G + 1). (With G updating each time).
  7. Each Noble gains 2 * G Wealth where G is their number of Great Works.
  8. Each Noble loses 2 * Q Wealth and gains Q Knights where Q is their Queued Knights. If they have fewer than 2 * Q, they immediately buy as many knights as possible (at the price of 2 Wealth per Knight). Their Queued Knights are then set to 0.
  9. Each noble gains T/3 Dignity (rounding down), where T is the number of titles that noble has.

It is improper to perform any Dynastic action while Time is being Advanced, except for the Advancement.

Land

Each Noble has a non-negative integer number of Parcels, defaulting to 0 and tracked in the GNDT using the form “[Occupied Parcels] / [Total Parcels]”. At any time, a Noble who holds at least one Title may gain 1 Unoccupied Parcel by spending 3 Wealth. When a Noble Obtains an Abeyant Earldom, they gain 1 Unoccupied Parcel. When a Noble Obtains an Abeyant Dukedom, they gain 2 Unoccupied Parcels.

The sum of all Nobles’ Total Parcels must not exceed 110. No Noble may take any action that, in part or in entirety, would cause that sum to exceed 110 except for the following exceptions: If acquiring a Title would cause the sum to exceed 110, the Noble acquiring the Title instead gains as many parcels as possible without the sum exceeding 110. Nobles may unidle and cause the sum to exceed 110 but then the Noble who unidled immediately loses parcels (starting with their unoccupied parcels) until the sum no longer exceeds 110.

Settling

A Noble has a Settler score tracked in the GNDT equal to Floor( (K - O) * U/P ), where K is the number of knights, O is the number Occupied parcels, U is the number of Unoccupied parcels, and P is the total number of parcels that the Noble has. It is Improper to make any changes that affect a Noble’s Settler Score and not correctly update their Settler Score within ten minutes of performing the original changes. Let S stand for Settler score.

Whenever Time is Advanced, the Noble who Advances it (the Advancer) must do the following for each Noble with a positive Settler score (the Landowners):

  • If the Landowner's S is less than or equal to their U, the Advancer converts S of the Landowner's Unoccupied Parcels into Occupied Parcels.
  • If the Landowner's S is greater than their U, the Advancer converts U of the Landowner's Unoccupied Parcels into Occupied Parcels.

Feuds

A Feud is a conflict between two nonempty, non-overlapping sets (Sides) of Nobles. Each Side has one Noble who is the Wronged Party of that Side. The ongoing Feuds and their participants are tracked in the Feuds wiki page. Nobles who are on the same Side are each other’s Allies. Nobles who are on opposing Sides of a Feud are each other’s Enemies.

As a Daily Action, a Noble may Declare a Feud upon another Noble by spending 5 Dignity and making a post to that effect and creating a Feud with both Nobles as the Wronged Parties of each Side, with no other participants. Any Noble may join either Side of a Feud at any time if they are not already participating in it.

If either of the Wronged Parties of a Feud is no longer a Noble, the Feud ends. If time is advanced three times without any of the nobles involved in a feud taking an action allowed by the rule “Acts of War,” then that feud ends.

Acts of War

A Noble may spend 1 Knight to reduce an Enemy’s Knights by 1.

A Noble may spend 1 Knight to increase an Ally’s Knights by 1.

A Noble may spend 1 Knight to transfer a Parcel (Occupied or Unoccupied) from an Enemy to themself, if that Enemy has no Knights.

A Noble may spend 1 Knight to reduce a Defenseless Enemy’s Artisans by 1

A Noble may spend 2 Knights to reduce a Defenseless Enemy’s Progress by up to (and including) 5.

A Noble may spend 5 Knights to reduce a Defenseless Enemy’s Great Works by 1

Casi Belli

  • It is Outrageous to declare a Feud upon one’s Ally.
  • It is Improper to to Declare a Feud upon a Noble of the same Family, unless one has been improperly addressed by that Noble within the past 48 hours.
  • When a Noble joins a Feud on the Side which has their Lord or Vassal as the Wronged Party, they gain 3 Dignity.
  • It is Improper to to join a Side which has a Wronged Party who is not of one’s Family.
  • It is Outrageous to join a Side which contains one’s Enemy.
  • Joining a Side which has a Scoundrel as the Wronged Party is Outrageous.
  • It is never Improper and never Outrageous to declare a Feud upon a Scoundrel. This overrides the above.

Favors

Each Noble has a non-negative integer stat "Favors" (defaulting to 0), tracked in the GNDT. If a Noble (the Debted) is aided or otherwise Benefacted by another Noble (the Benefactor), it is Proper for the Debted to offer the Benefactor their Favor. The Benefactor then increases their Favors count by 1.

Monarchy

A noble who obtains the title of King achieves victory. The first Noble to hold The Crown for at least three consecutive Advancements of Time (and all of the time in-between those Advancements of Time) obtains the title of King.

Seizing the Crown

If the crown is currently unoccupied, any noble may take the crown by force by expending 30 of their knights. This number is reduced by 1 per point of influence they have in Training Grounds. If the crown is occupied, any noble may reduce or increase the total number of knights of the noble who has taken the crown per the rules in “Acts of War”. It is outrageous for a noble holding the crown to not host a tournament at least once per time advancement. (This only requires proposing a tournament, but does not depend on people actually participating in the tournament). If any of the following are true when time advances, the noble who has the crown loses the crown. This check occurs before any other (including victory):

  • the Noble holding the crown has no knights
  • the Noble holding the crown has less than 50 dignity

Holding of the crown is tracked at the top of the peerage wiki. It is improper for a noble to harm the noble holding the crown if they are members of the same family.

Artisans

Every noble has a non-negative integer statistic entitled "Artisans", tracked in the GNDT and defaulting to 0. At any point, a Noble may spend 3 Wealth to gain an Artisans.

Every noble also has a non-negative integer statistics called "Great Works" and a non-negative integer statistic called "Progress", both defaulting to 0.

Tournaments

Once per time advancement, any noble may start a tournament if one is not already in progress. In order to host a tournament, a noble must make a Story Post with “Tournament” included in the title, must update the “Tournament” wiki to reflect the new tournament, and must spend N*14 wealth, where N is any non-zero, non-negative, integer. Once a tournament has begun and is not “Closed”, any noble may decide to join the tournament by posting in the comments to the tournament page their intent to join and how many knights they are sending to the tournament (K), they must deduct K from their total number of knights, and they must add themselves to the proper location in the “Tournament” wiki along with the number of knights. The tournament automatically ends after at least 24 hours once time advances, and the noble who advances time should reflect the tournament as “Closed”. Once a Tournament is closed, no new nobles may join the tournament, but any noble who has pledged at least 1 knight may pledge more knights up to (and including) the maximum number of knights pledged by any other noble for the given tournament. 24 hours after a tournament has been closed, any noble may resolve a “Closed” tournament and then change the status of the tournament to be “Resolved”. If time advances before any noble joins the tournament, then the noble hosting the tournament regains the spent wealth, and the tournament becomes “Resolved”.

Resolving a tournament: The noble who resolves the tournament rolls S = 1 DICEK for every noble who joined the tournament, where K is the total amount of knights pledged. The noble who gets the highest score S is awarded N*8 wealth and 5 dignity, the noble with the second highest score is awarded N*4 wealth and 3 dignity, and the nobles with the the third highest score is awarded N*2 wealth and 2 dignity. Additionally, any noble attending the tournament gains 1 dignity. The noble hosting the tournament gains N*5 dignity and 2 knights (The top two winning knight are offered a place in the noble’s army) and may increase the influence of any one of their buildings. If there is a tie for any position, the rolls for that position are re-rolled until there is a victor. The victor then takes the position that was being rolled for, and the loser takes the next highest position. Thus if there is a tie for first and second place, a tie breaker will keep one of the of the nobles in first place and put one of them in second. The nobles who were tied for second then roll for third place, the winner getting third place and the loser getting nothing.

Sponsoring a noble: Instead of participating in a tournament, a noble may sponsor any noble who has a title lower than theirs (N) by spending 2 wealth to increase the total roll of N by 2 (i.e. S is increased by 2). A noble may not sponsor more than one noble per tournament, but a noble may gain sponsorship from various sponsors. Additionally, a noble may not sponsor themselves. A Noble may spend one favour to request sponsorship from any noble from whom they have gained a favour. If they do so, it is outrageous for the noble to refuse. If a sponsored noble wins the tournament (by coming in first, second, or third), the noble who sponsored them the most gains 1 knight. If more than one noble sponsored N in equal amounts, none of them gain any knights from this. All nobles who sponsor another noble gain 1 dignity per 2 wealth they spent for a max of 4 dignity. Sponsorships may only be gained before the tournament is “Closed”, and only last for the given tournament. All sponsorship must be recorded in the appropriate location in the wiki.

A noble may not participate in a tournament they host, nor may they sponsor any of the participating nobles. Once a noble enters a tournament, they may not leave it.

Buildings

Any Noble can build at most one Building within each Title that they hold. A Noble’s Influence for a type of Building is B+2E+3D, where B, E, and D are the number of Buildings of that type that they have built within Baronies, Earldoms, and Dukedoms, respectively. The noble should update the Peerage wiki page to reflect the purchase by placing the name of the building after the name of the Title the building is built within.

Training Grounds

The Training Grounds is a type of Building that can be built by spending 1 Occupied Parcel and 1 Wealth. A Noble with a Training Ground Influence of at least 1 may, once per Advancement of Time, spend 1 Parcel to gain 1 Knight. A Noble with a Training Ground Influence of at least 4 may, once per Advancement of Time, spend 1 Knight and 1 Wealth to gain 2 Knights.

City

The City is a type of Building that can be built by spending 1 Occupied Parcel and 3 Wealth. A Title within which a City has been built gives 4 Wealth (instead of 3) when Time Advances. When calculating the cost of obtaining a title per the rule “obtainment” the noble may reduce the cost by up to C/4 rounded down, where C is their City Influence. You may only reduce the cost to a minimum 4, 8, and 12 for Baronies, Earldoms, and Dukedoms respectively.

Church

The Church is a type of Building that can be built by spending 2 Parcels, one of which must be Occupied, and 2 Wealth. A Noble with a Church may, once per Advancement of Time, give 1 Wealth to the holder of each Title below that of the Church to gain C*T/2 Dignity (rounded up), where C is their Church Influence and T is the number of Titles below that of the Church.

Owning the Land

If, at any point, a Noble has all 110 Parcels and is not a Scoundrel, that Noble achieves victory.

Appendix

Keywords

A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (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 Nobles.
Daily Action
If a game action is a Daily Action, each Noble 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 Noble’s Effective Vote Comment with respect to a given Votable Matter means that Noble’s Comment to that Votable Matter, if any, that contains that Noble’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Noble 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
Private Message
A message sent via Blognomic’s Private Messages system at blognomic.com.
Quorum
Quorum of a subset of Nobles is half the number of Nobles in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Nobles it is referring to, it is referring to a Quorum of all Nobles.
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 Noble 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 Noble, but only if it has not been performed (by any Noble) 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 Noble 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 Noble 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 Noble may update any Noble'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 Noble may correct the GNDT to comply with the Gamestate.

If a Noble 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, Nobles are encouraged to raise a Call for Judgement instead. Nobles 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 Noble 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 Nobles to transfer a numeric value only allows them to transfer that value from themselves to another Noble (of their choice unless otherwise stated).
  • A Noble 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 Nobles, or for existing Nobles 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 Noble if it is explicitly stated that it refers to a Noble's name.

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 a Core Rule, or if both of them are a Dynastic Rule, the part with more limited scope applies. (e.g. if the rules “Nobles may Kick each other” and “Nobles may not kick each other on Tuesdays” exist, and it is Tuesday, Nobles may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Nobles may Punch a Spaceman on Friday” and “Nobles may not Punch Spacemen on Friday”, then Nobles may not Punch Spacemen on Friday.)