Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Clerks 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.
Clerks 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 http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a Clerk. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Clerk.
A Clerk may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Clerk may not rejoin the game within two weeks after having left. A Clerk may only change their name as a result of a proposal approving the change.
Some Clerks are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Clerks 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.
Some Clerks 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”, “Clerks”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Clerks are not counted as Clerks.
If a Proposal contains a provision that targets a specifically named Idle Clerk, then that Idle Clerk is considered to be Unidle solely for the purposes of enacting that specific provision
When a Clerk 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 Clerk Idled in a different dynasty), the Clerk is given the default value for new Clerk, if such a value exists.
An Admin may render a Clerk Idle if that Clerk has asked to become Idle in an entry or comment from the past four days, or if that Clerk 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 Clerk if that Clerk 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 Clerk 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.
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Clerk, known as the Director. If there is no Director, the Dynasty is a Metadynasty.
A Votable Matter is a post which Clerks may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Each Clerk 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 Clerk’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-Clerk never has a Vote, even if they were a Clerk 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 Clerk may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Clerk already has 2 Proposals pending, or has already made 3 Proposals that day).
Special Proposal Voting
When a Clerk 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 Director may use VETO as a voting icon to cast a Vote on a proposal; when the Director casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Director later changes their Vote.
If a Clerk other than the Director casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Director. When the Director 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 Director'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 Clerks 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 Clerks actively disagree as to the interpretation of the Ruleset, or if a Clerk feels that an aspect of the game needs urgent attention, then any Clerk 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 Clerk (other than the Director) 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 “Clerks”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
Every Clerk 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 Director 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 Clerks 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 Clerk who made the DoV as its Director. That Clerk may pass this role to another Clerk at this point by making a post to that effect, if they wish. The Hiatus continues until the new Director makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Director's chosen theme for the new Dynasty, and may optionally specify that the terms Clerk and Director 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 Clerk 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.
The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Clerk'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 Clerk within BlogNomic.
- A Clerk 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 Clerk should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- A Clerk should not edit their own blog comments once posted, nor those of any other Clerk.
- A Clerk should not edit the "Entry Date" field of a blog post.
- A Clerk should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Clerk should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
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”.
A number of Committees exist, and are listed as subrules to this rule, in alphabetical order by title. Each Committee must be identified by a Name (whose first letter is unique among Committees), must have a specific number of Seats, and may have a Power. A Committee’s Letter is the first letter of its Name.
Each Clerk may be a Member of one or more Committees, tracked in the GNDT as a list of the first letters of the Names of those Committees, and defaulting to belonging to none.
Every Committee has the Power to elect a Chairperson of their Committee. Only one member of a Committee may be its Chairperson at any one time; if another Clerk is elected, the previous Chairperson will lose their title. A Clerk may not be the Chairperson of more than one Committee. If a Motion originating from a Committee does not propose to elect a Chairperson, then the Chairperson of that Committee may veto it as if they were the Director, and votes of DEFERENTIAL on that Motion are considered to be the same as that of its Committee’s Chairperson, instead of the Director. (The previous sentence does not apply to Motions originating from a Committee whose Chairperson is the Director.) The Chairperson of a Committee is tracked in the GNDT using an asterisk (*) to the right of the corresponding Letter in the Committees field.
Every Committee has the Power to Promote a member of its own Committee. To Promote a Clerk is to remove them from the Committee which Promoted them, and to add them to a Committee which has one fewer Seats than the Committee which Promoted them. This Power is Regulated.
The Bonus Committee has seven seats. Its Power is to Incentivise any number of Clerks who have not already been Incentivised in the current week: when a Clerk is Incentivised, they gain 1 Money.
The Executive Committee has one seat. Its Power is to mandate that a single Clerk has achieved victory, so long as there are at least four Employees. (A Clerk is an Employee if they are not Idle; an Idle Clerk is an Employee if they went Idle within the previous seven days.) This Power is Regulated.
The Finance Committee has five seats. Its Power is to Pay every Clerk who has not already been Paid in the current week: when a Clerk is Paid, they gain 3 Money. If a Clerk who is a Chairperson is Paid, they gain an additional 1 Money.
The Investment Committee has five seats. Its Power is to remove 1 Money from every Clerk (to a minimum of zero).
The Legal Committee has eight seats. Its Power is to add or remove the sentence “This Committee is Under Investigation.” to or from any Committee. (Whenever a Motion enacts from a Committee which is Under Investigation, every Member of that Committee loses 1 Money, to a minimum of zero.) This Power is Regulated.
The Performance Committee has five seats. Its power is to remove a single Clerk from a single Committee, provided that a Motion from the named Committee has enacted or failed within the previous week as a consequence of being open for voting for at least 48 hours, and that the named Clerk was a member of the named Committee when the Motion was posted, and that the named Clerk cast no vote on that Motion. (This power does not apply to Motions posted before the 12th of December 2015.)
The Recruitment Committee has 10 Seats. Its Power is to add a single Clerk to a single Committee, unless this would result in that Committee having more Members than Seats.
The Supply Committee has five seats. Its Power is to increment or decrement any number (whether a numeral or a word) in any subrule of “Committees”, to a minimum of zero. This Power is Regulated.
The Terminations Committee has six Seats. Its Power is to remove a single Clerk from a single Committee. This Power is Regulated.
The Welcoming Committee has six seats. Its Power is to award X Money to any number of Clerks, where X is the number of Clerks who have unidled or joined the game since the Welcoming Committee last awarded any Money in this manner (or since this rule enacted, if the Committee has never awarded any Money in this manner).
If a Proposal’s title includes the string “[Motion X]”, where X is the Letter of a Committee, then it is a Motion, and is considered to originate from that Committee.
A Motion originating from a Committee should only propose changes to the ruleset or gamestate which are instances of that Committee’s Power. If a Motion does not, then it is considered to be Out of Scope. If a Committee’s Power is described as Regulated, then a single Motion may not propose more than one instance of that Power.
If a Motion has any non-Veto Votes from Clerks who are not Members of the Committee it originates from, then those Votes are ignored.
Motions are not considered to be Proposals for the purposes of the rule “Resolution of Proposals”. They neither count towards nor are restricted by the Proposal posting limit in the rule “Proposals”, but a Clerk may not post more than one Motion per day.
Motion Quorum for a Motion is a Quorum of the Members of the Committee that the Motion originated from.
The oldest pending Motion may be enacted by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Motion, and then setting that Motion’s status to Enacted) if either of the following is true:
- It has a number of FOR Votes that exceed or equal Motion Quorum, has been open for voting for at least 12 hours, is not Out of Scope, 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, is not Out of Scope, and it has not been Vetoed or Self-Killed.
The oldest pending Motion may be failed by any Admin, if any of the following are true:
- It is Out of Scope.
- It has been Vetoed or Self-Killed.
- The number of Clerks who are Members of its originating Committee and who are not voting AGAINST it is less than Motion Quorum.
- It has been open for voting for at least 48 hours and cannot be Enacted.
Each Clerk has an amount of Money, defaulting to the arithmetic mean of every other Clerk’s Money (rounding down to the nearest integer) and tracked in the GNDT. Clerks may give any amount of their Money to other Clerks at any time. Money values may be non-integer, to one decimal place.
If a Clerk joins the game or unidles and is among the first three Clerks to have done so in 2016, they gain 5 Money immediately after doing so.
Each Clerk may have a unique Appraisal score between 0 and 100, tracked privately by the Director and indicating how much the Director would like that Clerk to lead the next dynasty. If any Clerk has no Appraisal score, the Director may not take an action defined by any other dynastic rule until he has chosen and set an Appraisal score for that Clerk.
The Director may only become Beleaguered as a result of a CfJ. A CfJ to make the Director Beleaguered should be raised if the Director ever Vetoes Motion arising from a Committee of which he is not the Chairperson.
If the Director has achieved victory and is not Beleaguered, he may reveal the name of the Clerk with the highest Appraisal score: upon doing so, that Clerk achieves victory.
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 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 Clerks.
- Daily Action
- If a game action is a Daily Action, each Clerk 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 Clerk per 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.
- 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 Clerk’s Effective Vote Comment with respect to a given Votable Matter means that Clerk’s Comment to that Votable Matter, if any, that contains that Clerk’s Vote on that Votable Matter.
- Flavour Text
- When posting a blog entry, a Clerk 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 (irc.slashnet.org).
- "is permitted to"
- May not
- "is not permitted to"
- 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 of a subset of Clerks is half the number of Clerks in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Clerks it is referring to, it is referring to a Quorum of all Clerks.
- 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.
- The BlogNomic Slack is located at blognomic.slack.com. Clerks may request an invite to the Slack while logged in by clicking the button in the sidebar.
- Slack Channel
- A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
- Story Post
- A Story Post is an entry in the “Story Post” category.
- 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 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.
- 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 Clerk 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 Clerk per week.
- The BlogNomic Wiki at http://wiki.blognomic.com
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Clerk may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise.
If no Clerk 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 Clerk may update any Clerk'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 Clerk may correct the GNDT to comply with the Gamestate.
If a Clerk 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, Clerks are encouraged to raise a Call for Judgement instead. Clerks shall be assigned a password for the GNDT when they join the Nomic.
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 Clerk 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 Clerks to transfer a numeric value only allows them to transfer that value from themselves to another Clerk (of their choice unless otherwise stated).
- A Clerk 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, Clerk 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 Clerk if it is explicitly stated that it refers to a Clerk's name.
- If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
- The Appendix has precedence over any Rule;
- A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
- If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Clerks may Kick each other” and “Clerks may not kick each other on Tuesdays” exist, and it is Tuesday, Clerks may not Kick each other.)
- If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Clerks may Punch a Spaceman on Friday” and “Clerks may not Punch Spacemen on Friday”, then Clerks may not Punch Spacemen on Friday.)