Returning players! Wiki accounts were reset in late 2014. If you haven't played since then and wish to edit the wiki, you'll need a fresh account.

Ruleset 119

From BlogNomic Wiki
Jump to: navigation, search

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Knights 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.

Knights 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”.


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

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

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

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

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

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

An Admin may render a Knight Idle if that Knight has asked to become Idle in an entry or comment from the past four days, or if that Knight 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 Knight if that Knight 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 Knight 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 EVC following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.


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

Votable Matters

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

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


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

Special Proposal Voting

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

If a Knight other than the Baron casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Baron. When the Baron 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 Baron'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 has been Vetoed or Self-Killed.
  • The number of Knights who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and cannot be Enacted.

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

Calls for Judgement

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

Every Knight 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 Baron 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 the number of Knights who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and cannot be Enacted.

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


Every Knight has an amount of Gold, tracked in the GNDT and defaulting to 40.


A Knight may Wield Items, tracked in the GNDT under ‘Wielding’. A Knight may Wield up to two one-handed Items, or may Wield one two-handed Item, but may not Wield both a one-handed and a two-handed Item. Items that are neither one-handed nor two-handed may not be Wielded.

Knights may possess other Items, listed in the GNDT under ‘Inventory’. Valid Items are listed as the names of subrules to this rule, with the number in brackets after their name being that item’s Cost. At any time, a Knight may stop Wielding an Item to move it to their Inventory, or may remove an Item from their Inventory to Wield it. If a Knight has four or more Items in their Inventory, then they may neither Purchase Items nor move any Wielded Item to their Inventory. A Knight may discard an Item from their Inventory at any time.

New Knights start out Wielding a Shortsword and with an empty Inventory.

Some Items are Unique, signified by adding “(Unique)” after their name instead of a Cost. Unique Items have no Cost and may not be Purchased or Sold. Only one instance of each Unique Item may exist. Unique Items may be possessed by Beasts as well as Knights; if a Unique Item is held by a Beast, its status is tracked in the rule corresponding to that Beast.

Shortsword (8)

The Shortsword is a one-handed Swift Weapon.

Mace (12)

The Mace is a one-handed Blunt Weapon.

Buckler (25)

The Buckler is a one-handed Shield.

Bow (18)

The Bow is two-handed. If a Knight Wielding a Bow also has a Quiver in their Inventory, the Bow is a Ranged Weapon.

Quiver (28)

Battle Axe(16)

The Battle Axe is a two-handed Heavy Weapon.

Runehammer (Unique)

The Runehammer is a one-handed Heavy Blunt Weapon.

Standard (Unique)

The Standard of Nomicshire is a symbol of the Baron’s authority over the land. The Standard is one-handed.

If the Knight who Wields the Standard has cast a vote (the "Standard Vote") on a Proposal which the Baron has not cast a vote, then the Baron's vote on that Proposal is considered to be the same as that of the Proposal's Standard Vote.

Dragonsteel Plate (Unique)

A Knight who holds the Dragonsteel Plate in their Inventory is treated as if they were Wielding a Shield.

Great Crossbow (Unique)

The Great Crossbow is a two-handed Heavy Ranged Weapon.

Dagger (10)

The Dagger is a one-handed Swift, Ranged Weapon. At the end of any Skirmish whose result would have been different if Daggers were not Ranged, all Wielded Daggers are removed from play. At the end of any Attack whose result would have been different if Daggers were not Ranged, all Daggers Wielded by Attacking Knights in that Attack are removed from play.

Steed (10)

A Knight who has a Steed in their Inventory is Mounted.

Lance (10)

The Lance is one-handed. If a Knight who Wields a Lance is Mounted, that Lance is a Heavy Weapon and is counted as two Weapons for the purposes of Approach posts.

Cursed Flail (Unique)

The Cursed Flail is a one-handed, Swift, Heavy, Blunt Weapon. A Knight who is Wielding the Cursed Flail may not take an action that would move it to their Inventory.


Various Beasts stalk the land, and are described in subrules of this rule. Each Beast has a Motive, a Behaviour and an amount of Fortitude. If no Assault has taken place in the last 24 hours, any Knight may resolve an Assault by selecting a non-Slain Beast at random and, if its Motive is not currently met, applying the effects of its Behaviour, once.


The Dragon’s Motive is to amass a Hoard of 1000 Gold. The Dragon’s Hoard is tracked in this sentence, and is currently 637 Gold.

The Dragon’s Behaviour is to select a non-Slain Beast at random (excluding itself) and to reduce that Beast’s Fortitude by DICE6. If this would reduce the Beast’s Fortitude to zero or lower, that Beast is instead Slain, any Unique Items it holds are moved to the Dragon and ‘Slain by Dragon’ is added to that Beast’s Rule. Otherwise the Dragon’s Hoard is increased by the result of the die roll multiplied by quorum. If there are no non-Slain Beasts other than the Dragon, this Behaviour has no effect.

The Dragon’s Fortitude is 25.

Slain by: Purplebeard, IceFromHell, Rodney, rainbowkitten408, TheChosenOne (attack) and Kevan (scout).


The Gryphon’s Motive is to hold four or more Unique Items.

The Gryphon’s Behaviour is to select a random Knight who possesses at least one Unique Item and, if that Knight is not Wielding a Ranged Weapon and/or a Shield, moving a random Unique Item from that Knight’s possession to the Gryphon. If no Unique Items are possessed by Knights, the Gryphon’s Behaviour has no effect.

The Gryphon’s Fortitude is 10.

Slain by: Kevan, Purplebeard, Rodney, IceFromHell.


The Minotaur’s Motive is for the Knights to Lose ten Skirmishes. The number of Skirmishes Lost by the Knights is tracked in this sentence, and is currently 3.

The Minotaur’s Behaviour is to Initiate a Skirmish; this is treated as if a Knight had performed this action, but does not count towards the weekly limit. If the Knights Lose a Skirmish Initiated by the Minotaur, each Knight without a Shield loses up to 3 Gold.

The Minotaur’s Fortitude is 13.

Slain by: TheChosenOne, Rodney, Purplebeard, ayesdeeef and IceFromHell (attack) and Kevan (scout).

Lady of the Lake

The Lady of the Lake's Motive is to obtain a Unique Item named Excalibur.

The Lady of the Lake's Behaviour is to place a Shortsword in the Inventory of a random Knight.

The Lady of the Lake's Fortitude is 10.

Slain by: Kevan, Purplebeard, Rodney, IceFromHell.

Questing Beast

The Questing Beast's Motive is for there to be no Knight whose name is Kevan.

The Questing Beast's Behaviour is to reduce the Gold of any Knight whose name is Kevan by 3.

The Questing Beast's Fortitude is 15. If an Approach to the Questing Beast does not include an ATTACK Tactic from a Knight whose name is Kevan, and there is a Knight whose name is Kevan, then the Questing Beast's cannot be Slain during that Approach.

Slain by: Kevan, Rodney, Larrytheturtle, IceFromHell (attack) and Purplebeard (scout).

The Green Knight

The Green Knight's Motive is to have no Enemies. The Green Knight's Enemies (if any) are listed in this sentence, and are currently: the Dragon, ayesdeef, TheChosenOne, Kevan, Larrytheturtle, rainbowkitten408 and Purplebeard.

The Green Knight’s Behaviour is to reduce the Gold of each Knight who is his Enemy by 5, and reduce the Fortitude of each Beast who is his Enemy by 5. (If this would reduce a Beast’s Fortitude to zero or lower, that Beast is instead Slain, any Unique Items it holds are moved to the Green Knight and ‘Slain by the Green Knight’ is added to that Beast’s Rule.)

Immediately after an Approach against the Green Knight has been resolved, all Attacking Knights become Enemies of the Green Knight. If the Dragon reduces the Green Knight's Fortitude, the Dragon becomes an Enemy of the Green Knight. If the Green Knight would become Slain while having no Enemies, he is instead not Slain.

The Green Knight’s Fortitude is 11.

Slain by: ayesdeef, TheChosenOne, Kevan, Larrytheturtle, rainbowkitten408 and Purplebeard.

The Necromancer

The Necromancer’s Motive is for the Dragon to be Undead.

The Necromancer’s Behaviour is to perform the following two actions in order:

  1. Select a random Slain Beast that is not Undead (if one exists) and make it Undead by appending “(Undead)” to the name of the Rule corresponding to that Beast.
  2. Carry out the Behaviour of each Undead Beast in the order in which they appear in the Ruleset.

The Necromancer’s Fortitude is 25.

Slain by Kevan, Rodney, Purplebeard, Ayesdeef, TheChosenOne, RainbowKitten408, Larrytheturtle and IceFromHell.


As a daily action, each Knight may Visit the Merchant.

When they do so, they may either:

  • Purchase exactly one item, by subtracting its Cost from their Gold and adding a copy of that item to their Inventory; or,
  • Sell exactly one item that is in their Inventory, by removing it from their Inventory and adding half of that item’s Cost (rounded up) to their Gold.
  • Choose a non-Unique Item to haggle over. If no Knights are Wielding or Possess that Item, then the Knight may reduce its Cost by DICE6 (to a minimum of 1); otherwise the Knight may increase its Cost by DICE6.

Approaching Beasts

If there is no active Approach post for a particular Beast, and that Beast has already been not Slain, a Knight may Approach that Beast by posting a blog entry with the title “Approaching [beast]”, where “[beast]” is the name of the Beast. The blog entry may contain any content. Such a blog entry is known as an Approach post, and starts as active.

Tactics that can be used against Beasts are ATTACK, SCOUT, TAME and HIDE. If a comment on an active Approach post contains any of these words in capital letters, the Knight who made that comment is considered to be taking that Tactic against the Beast for this Approach; they can be referred to by a corresponding adjective such as “Attacking Knight” or “Taming Knight”. (If a Knight makes more than one such comment, only the most recent comment is considered.)

If a quorum of Knights have taken Tactics for an active Approach, any Knight may resolve that Approach as follows (with all adjectival references to Knights referring only to the Knights who took a Tactic on this Approach):-

  • If a majority of Knights who have taken a Tactic on the Approach are Attacking Knights, then the Beast is attacked: the resolving Knight rolls DICE6 for each Weapon wielded by an Attacking Knight, then adds DICE4 for each Scouting Knight. If the total exceeds the Beast's Fortitude, the Beast is Slain. If this happens, “Slain by” is added to the Beast’s Rule, followed by a list of the names of the Knights who took a Tactic on this Approach, and their corresponding Tactics, and each Attacking Knight and each Scouting Knight gains Gold equal to the Beast’s Fortitude. Each Unique Item held by the Beast is then moved to the Inventory of a random Attacking Knight (determined separately for each Item).Otherwise, each Attacking Knight loses 5 Gold (or all of their Gold if they have less than 5 Gold) and the effects of the Beast’s Behaviour are applied once.
  • Otherwise, nothing happens.

When an Approach has been resolved, it ceases to be active.


The Knights regularly fight minor monsters to safeguard the land. Every Monster Group has a Vulnerability and a Reward.

As a Weekly Communal Action, a Knight may Initiate a Skirmish by selecting a random Monster Group and counting the number of Knights who are Equipped to Fight that Monster Group. If this number is two or greater, the Knights Win the Skirmish. Otherwise, the Knights Lose the Skirmish. A Knight is Equipped to Fight a Monster Group if that Knight’s Wielded Items satisfy the requirements set out by that Monster Group’s Vulnerability.

If the Knights Win the Skirmish, the selected Monster Group’s Reward is divided evenly amongst all Knights who Wield at least one Weapon, with the Knights who are Equipped to Fight that Monster Group counted as two.

The Monster Groups are (listed as name - Vulnerability - Reward):

  • Goblins - any Weapon - 40 Gold
  • Skeletons - Blunt Weapon - 50 Gold
  • Harpies - Ranged Weapon - 60 Gold
  • Orcs - Heavy Weapon - 70 Gold
  • Giant Spiders - two Weapons - 70 Gold

Vanquishing Evil

If every Beast is Slain and a single Knight has more Gold than every other Knight, then that Knight retires to found his or her own fiefdom and has achieved victory. (Once a Knight has retired to found his or her own fiefdom, no other Knight may do so.)



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.)

"is able to"
A blog comment published to the BlogNomic weblog at
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 Knights.
Daily Action
If a game action is a Daily Action, each Knight able to perform it may take that action once each day, but not more than once every ten hours.
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.
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 Knight’s Effective Vote Comment with respect to a given Votable Matter means that Knight’s Comment to that Votable Matter, if any, that contains that Knight’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Knight 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.
Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.
IRC Channel
The Blognomic IRC channel is located at #nomic on the slashnet network (
"is permitted to"
May not
"is not permitted to"
A blog post published to the BlogNomic weblog at
Private Message
A message sent via Blognomic’s Private Messages system at
Quorum of a subset of Knights is half the number of Knights in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Knights it is referring to, it is referring to a Quorum of all Knights.
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
Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
"is required to"
"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.
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.
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.
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 shall represent a Vote FOR, an X shall represent a Vote AGAINST, an IMP shall represent a Vote of DEFERENTIAL, and an Imperial Seal shall represent the Imperial Veto.
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 Knight 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 Knight per week.
The BlogNomic Wiki at

Gamestate Tracking

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at Any Knight 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 Knight 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 Any Knight may update any Knight'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 Knight may correct the GNDT to comply with the Gamestate.

If a Knight 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, Knights are encouraged to raise a Call for Judgement instead. Knights 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 Knight 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.


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 Knights to transfer a numeric value only allows them to transfer that value from themselves to another Knight (of their choice unless otherwise stated).
  • A Knight 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. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified.
  • If a game variable has no defined starting value for new Knights, or for existing Knights 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.
  • Unless explicitly stated otherwise, a wiki page shall be blanked when it becomes gamestate.
  • 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.
  • If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Player 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.


  • 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.


  • 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.


  • Within the ruleset, a word only refers to the name of a Knight if it is explicitly stated that it refers to a Knight's name.


  • 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 “Knights may Kick each other” and “Knights may not kick each other on Tuesdays” exist, and it is Tuesday, Knights may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Knights may Punch a Spaceman on Friday” and “Knights may not Punch Spacemen on Friday”, then Knights may not Punch Spacemen on Friday.)