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Ruleset 129

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Tribes 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.

Tribes 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”.

Tribes

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 Tribe. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Tribe.

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

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

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

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

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

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

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

Dynasties

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

Votable Matters

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

Each Tribe 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 Tribe’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-Tribe never has a Vote, even if they were a Tribe 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 Tribe may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Tribe already has 2 Proposals pending, or has already made 3 Proposals that day).

Special Proposal Voting

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

If a Tribe other than the Nomad casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Nomad. When the Nomad 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 Nomad'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 Tribes 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 Tribes actively disagree as to the interpretation of the Ruleset, or if a Tribe feels that an aspect of the game needs urgent attention, then any Tribe 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 Tribe (other than the Nomad) 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 “Tribes”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

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

A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Tribe 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 Tribe'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 Tribe within BlogNomic.
  • A Tribe 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 Tribe should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Tribe should not edit their own blog comments once posted, nor those of any other Tribe.
  • A Tribe should not edit the "Entry Date" field of a blog post.
  • A Tribe should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Tribe 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

Tribes

A number of Tribes populate the desolate wasteland. Each Tribe has a Banner, tracked in the GNDT. If a Tribe has no Banner, it may give itself one at any time. A Tribe without a Banner may not take any actions outside of this rule in the dynastic ruleset.

Zones of the Wasteland

A number of Zones exist in the Wasteland, each of which has a name and which may be occupied by a single Tribe. This is tracked as a grid in the wiki page The Wasteland. Zones which are orthogonally adjacent on the grid of that page are considered to be "adjacent".

If a Tribe occupies no Zones, it may choose an unoccupied Zone which contains only Debris and occupy it, by updating the wiki page to this effect: upon doing so, that Zone’s Resources are replaced by a single Settlement.

Expansion

At any time, a Tribe may gain control of a Zone that is adjacent to a Zone that they already occupy, if their Effective Strength for that Zone exceeds its Defence. To do this, the Tribe must remove a number of Resources from Zones they already control equal to the number of Resources in the Zone they are gaining control of (plus one extra Resource if the Zone is Occupied).

Convoys

A Tribe may start a Convoy by posting a blog entry whose title begins “Convoy:”, if that Tribe does not already have an active Convoy. This is known as a Convoy Post, the Tribe who posted it is its Driver, and the entity it describes is a Convoy, which becomes active when posted.

A Convoy Post must contain an ordered list of three or more different Zones, all but the first of which must be adjacent to the previous Zone in the list. This is known as its Convoy’s Route. The first Zone in the Route must belong to the Tribe that made the post. Each active Convoy has a Position, which defaults to the first Zone on its Route.

The next Zone on a Convoy’s Route is known as the “Waypoint”, and it is Navigable by that Convoy if any of the following are true (and Unnavigable by it otherwise):

  • The Waypoint is not occupied by any Tribe.
  • The Waypoint is occupied by a Tribe who has posted a comment containing a FOR icon on the Convoy Post (and that comment was posted while the Waypoint was the Convoy’s Waypoint).
  • The Waypoint is occupied by a Tribe who Supports the Convoy’s Driver.
  • The Waypoint is occupied by the Convoy’s Driver.
  • The Convoy’s Driver’s Effective Strength for the Waypoint exceeds the Effective Strength for the Waypoint of the Tribe that occupies the Waypoint.

If a Convoy’s Waypoint is Navigable to that Convoy, its Driver may Change the Convoy’s Position to its Waypoint by reducing their own Fuel by 1, and posting a comment describing the position change on the post which initially described that Convoy.

If a Convoy’s Position changes such that it enters a Zone that its Driver does not occupy with one or more Radiation resources in it, then its Driver must subtract X from their Fuel, where X is the number of Radiation resources in that Zone.

If a Convoy’s Position is the final Zone of its Route, it ceases to be active.

A Tribe may abandon one of its Convoys at any point, either by losing Fuel equal to the number of Zones in its Route which it has not visited, or by setting its Fuel to zero. Upon doing so, that Convoy ceases to be active.

If a Convoy’s Route is such that interaction from other Tribes is not required, the Convoy’s Driver may, instead of making a comment for each change in the Convoy’s Position, include the information and results for all movements by the Convoy in it’s corresponding Convoy Post.

Support

Each Tribe has a Weaponry value, which defaults to 1 and is tracked in the GNDT. A Tribe’s Weaponry cannot be reduced below 1. Each Tribe has an Effective Strength for each Zone, which defaults to its Weaponry. A Zone’s Defence is the Effective Strength of the Tribe who Occupy it, for that Zone. (An unoccupied Zone has a Defence of zero.)

Each Tribe has a Support value, tracked in the GNDT, which is “-” by default. As a daily action, a Tribe may change its Support value to be one of “-” or the name of a Tribe.

A Tribe’s Effective Strength for a given zone is increased by the Weaponry of each other Tribe adjacent to that Zone which supports that same Tribe.

Fuel

Each Tribe has an amount of Fuel, defaulting to 10.

Resources

Each Zone has one or more Resources, tracked on the grid on the wiki page The Wasteland by any clear means. A Zone may contain more than one instance of the same Resource. If a Zone only has one Resource, that Resource cannot be removed from it. Valid Resources are:-

  • Metal
  • Oil
  • Radiation
  • Settlement
  • Debris

Whenever a Convoy’s position changes from an Unoccupied Zone to another Zone, its Driver may add a Debris Resource to the Zone that the Convoy has entered.

At any time, a Tribe may do any of the following things with Resources in Zones they control:-

  1. Convert an Oil Resource into Debris to gain 10 Fuel.
  2. Convert a Metal Resource into Debris to gain 1 Weaponry.
  3. Remove four Debris to add any single Resource of any type, to any Zone they control.

If a Zone contains Radiation, further Resources may not be added to it.

Drilling Days

If no Tribe has done so in the previous three days, any Tribe may announcing a Drilling Day. Upon doing so, they shall randomly select zones by rolling DICE25 8 times. The numbers rolled correspond to the order of the zones in the source code in the wiki page The Wasteland. (For example, if a 1 is rolled it corresponds to the first zone in the source; a 10 corresponds to the 10th code in the source.) The Tribe who announced the Drilling day will then place a resource in each zone selected; zones selected multiple times receive a resource for each selection.

The resource to be added is determined in the following manner:

  • If the Zone contains a settlement or is empty, it receives debris; otherwise
  • If the Zone contains a single type of resource, it receives that kind of resource; otherwise
  • If the Zone contains multiple kinds of resource and does not have oil, metal, or radiation in equal quantities, then it receives whichever of these it has in the greatest quantity (if such a resource exists); otherwise
  • Specifying the name of the Zone, the Tribe will roll DICE4 in the GNDT, adding oil in the case of a 1, metal in the case of 2, radiation in the case of 3, and debris in the case of 4.

Trade Bikes

As a daily action, an Established Tribe (the "Benefactor") may send a Trade Bike to any other Established Tribe (the "Recipient"), by posting a blog entry to this effect, so long as a path of adjacent unoccupied Zones exists that connects a Zone occupied by the Benefactor to a Zone occupied by the Recipient (or the Benefactor occupies a Zone adjacent to a Zone occupied by the Recipient).

When a Trade Bike is sent, the Benefactor may take one of the following actions:-

  • Transfer any amount of its Fuel to the Recipient.
  • Transfer any amount of its Weaponry to the Recipient.
  • Change the occupancy of one of its Zones so that it is instead occupied by the Recipient.

(If a Tribe has joined the game or unidled in the previous five days, it is Scattered; otherwise it is Established.)

Victory

A Territory is a group of Zones which belong to the same Tribe, and which are all connected to one another. (Two Zones occupied by the same Tribe are considered to be connected if they are adjacent, or if a path of adjacent Zones all belonging to that Tribe can be traced from one to the other.) A Territory's size is the number of Zones it is made up of.

If a Tribe has occupied a Territory whose size is equal to or greater than 13, for 24 consecutive hours, then it has achieved 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 Tribes.
Daily Action
If a game action is a Daily Action, each Tribe able to perform it may take that action once each day, but not more than once every ten hours.
Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Tribe per day.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
Dice
References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Tribe’s Effective Vote Comment with respect to a given Votable Matter means that Tribe’s Comment to that Votable Matter, if any, that contains that Tribe’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Tribe 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, 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 (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 Tribes is half the number of Tribes in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Tribes it is referring to, it is referring to a Quorum of all Tribes.
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 Tribe 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 Tribe per week.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Tribe 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 Tribe has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, 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 Tribe may update any Tribe'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 Tribe may correct the GNDT to comply with the Gamestate.

If a Tribe 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, Tribes are encouraged to raise a Call for Judgement instead. Tribes 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 Tribe 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 Tribes to transfer a numeric value only allows them to transfer that value from themselves to another Tribe (of their choice unless otherwise stated).
  • A Tribe 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, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
  • Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)

Rules and Proposals

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

Time

  • For the purpose of all rules, time in Blognomic is in UTC.
  • All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
  • Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.

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