Ruleset 139

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Imagineers 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.

Imagineers 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”.

Imagineers

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

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

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

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

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

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

An Admin may render an Imagineer Idle if that Imagineer has asked to become Idle in an entry or comment from the past four days, or if that Imagineer 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 an Imagineer if that Imagineer 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 Imagineer 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 Imagineer, known as the Boss. If there is no Boss, the Dynasty is a Metadynasty.

Votable Matters

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

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

Special Proposal Voting

When an Imagineer 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 Boss may use VETO as a voting icon to cast a Vote on a proposal; when the Boss casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Boss later changes their Vote.

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

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

Budget

Each Imagineer has a Budget, which is a nonnegative integer tracked in the GNDT and which defaults to 0. Each Imagineer also has Debt, which is a nonpositive integer tracked in the GNDT and which defaults to 0. Each unit of Budget or Debt represents a fictional thousand units of currency.

Spending

When an Imagineer spends an amount of currency, they must either reduce their Budget by that amount, or increase their Debt (ie. move its value away from zero) by that amount. If an Imagineer’s Debt exceeds that of the Boss’s (i.e. is further away from zero), they may only spend currency by reducing their Budget.

An Imagineer may reduce their Budget by X to reduce their Debt by X (ie. move its value towards zero), at any time.

As a daily communal action which may only be performed on a Sunday, any Imagineer may multiply every Imagineer’s Debt by 1.1 (rounding towards zero).

If an Imagineer’s Debt is non-zero, that Imagineer may not declare victory.

Breaking Even

If an Imagineer would move their Debt toward 0 by a value greater than the current absolute value of their Debt, instead, their Debt is set to 0 and their Budget is increased by the amount which the movement exceeded that absolute value. If an Imagineer would move the Boss’s Debt toward 0 by a value greater than the current absolute value of the Boss’s Debt, instead, the Boss’s Debt is set to 0.

Planning

Each Zone may have one or more Planned Buildings, tracked in the Nomicland wiki page. (Planned Buildings refer to specific Buildings, but do not count as Buildings themselves.)

As a daily action, the Boss may announce Demand for a specific Building, in a post with a title “Demand: X”, where X is the name of the Building. This is known as a Demand Post.

Imagineers may bid to construct that Building in comments to that post: any such comment which includes the string “I bid X”, where X is a non-negative multiple of 25, is considered to be a bid of amount X on it. If an Imagineer has already made a bid on a Demand Post, any additional bid that Imagineer makes on the same Demand Post must be at least 100 less than any other bid they already made on that Demand Post. The winning bid on a Demand Post is the lowest one - if two such bids are tied, the winning bid is the earlier of the tied bids. If a bid exceeds one-third of the Boss’s Budget it is ignored. If an Imagineer made the currently winning bid on a Demand Post, they are its Builder.

If a Demand Post has a winning bid which is at least 24 hours old, then any Imagineer may close that post by making a comment on it to this effect, increasing the Builder’s Budget by the Demand Post’s winning bid, reducing the Boss’s Budget by the same amount and marking that Building as Planned for the Builder’s Zone. A closed Demand Post ceases to be considered a Demand Post.

If a Zone has a Planned Building and the corresponding Building exists in that Zone, then any Imagineer may remove it as a Planned Building from that Zone. If an Imagineer has any Planned Buildings in their Zone, then they may not post bids on Demand Posts.

If a Demand Post is more than a week old and has no bids, any Imagineer may close it by making a comment on it to that effect, in which case Budgets are not adjusted and the relevant Building does not become planned.

Focus Grouping

Upon posting a Demand Post, the Boss must add three Visitors (of random types) to each Business Day which is not Crowded.

Zones

The theme park is divided into a number of Zones. Each Zone has a Name (defaulting to “Construction Site”) and may be Operated by a single Idle or non-Idle Imagineer (defaulting to having no Operator). Zones are tracked in a wiki page at Nomicland, with each Zone as a separate page section and any information about that zone being written within that section.

If an Imagineer Operates no Zones, they may create a Zone with a name of “The X Zone” (where “X” is any word that appears between the words “The” and “Dynasty” in the description of a single dynasty at this version of the wiki front page, and where the name does not match that of any existing Zone), and themselves as its Operator, by updating the Nomicland wiki page to this effect.

Visitors

Time in Nomicland is tracked in Business Days, which do not necessarily correspond to real-time days. There is a queue of these Visitors, divided by Business Days, maintained in the wiki page at Nomicland in a page section called “Visitors.” This section does not represent a Zone. If a Business Day has more Visitors queued than twice the number of Imagineers, then the Day is Crowded; otherwise it is Uncrowded.

Visitors come in four market segments: Child, Teen, Adult and Senior. These may be written in shorthand as c, t, A and S respectively.

At any time, the Boss may end one Business Day (if any exist) and begin a new Business Day by adding a new labeled list item to the queue, and should make a post announcing that this has been done. For example, at the start of the third Business Day, the queue might look as follows:

1. AtSScAA
2. ccctcS
3. 

Each Imagineer’s most recently processed Business Day is tracked as a numeric column called “LBD” in the GNDT, which defaults to the highest-numbered existing Business Day, or 0 if there are none. At any time, an Imagineer may process a Business Day, if they have not already processed that Business Day and have processed all previous Business Days. To do so, they must perform the following steps in immediate sequence, without taking any other action between them:

  • Reconciliation: if the processing Imagineer’s Budget is greater than 0, move the Boss’s Debt toward 0 by that amount, then set the processing Imagineer’s Budget to 0.
  • Tourism: Move the Boss’s Debt toward 0 by (10 times the number of Visitors for that Business Day), plus any Tourism generated in the Imagineer’s Zone that Business Day.
  • Ticket Income: Move the processing Imagineer’s Debt toward 0 by (20 times the number of Visitors for that Business Day), plus any Income generated in the Imagineer’s Zone that Business Day, minus the total Wages of Buildings in the Imagineer’s Zone that Business Day. (If the total being moved would be negative, the Debt is moved negatively away from zero by that amount instead.)
  • Miscellaneous: Apply any Building Effects of Buildings in the Imagineer’s Zone which have not already been applied during these steps.
  • File Records: Update the processing Imagineer’s LBD in the GNDT to the number of the Business Day thus processed.

If the Effect of a Building “requires” certain Visitors, then its effect only occurs if the Business Day being processed includes that set of Visitors.

Smiles

Each Imagineer has a integer number of Sunny Memories Instilled in the Lives of Everyday Society or SMILES (or just “Smiles”), tracked the GNDT in a column called Smiles which defaults to 10.

Construction

Buildings are listed as sub rules of this rule and consist of a Name (which is the title of the subrule), a positive integer Cost, a positive integer Size, and an Effect.

An Imagineer may construct a Building in a Zone which they operate, by spending an amount of currency equal to (C + 500 * S + 1000 * X) where C is the cost of the Building they wish to build, S is sum of the size of all other Buildings currently in that zone, and and X is the number of other Buildings which that Imagineer has constructed since they last processed a Business Day. An Imagineer may not construct more than 10 Buildings per day. If constructing a Building would cause the total Size of all Buildings in that Zone to be greater than four times that of the next-highest-total-size Zone, and would cause the total Size of all Buildings in that Zone to be greater than 12, that Building may not be constructed. When an Imagineer constructs a Building, they add an instance of it to the zone’s section on the Nomicland wiki page.

An Effect applies only to an Imagineer who has at least one instance of that Building in a Zone they operate. An Effect may specify a constant variance to the gamestate for that Imagineer, or may specify additional actions to be carried out once by that Imagineer when processing a Business Day (multiple instances of a given Building may change the magnitude of an Effect, but do not allow the Imagineer to take such actions more than once per Business Day).

When constructing a Building, an Imagineer may choose to instead construct a Budget version of it by treating either C, S or X as zero in the costing equation. Budget Buildings are noted as such in the Nomicland wiki. All numbers in the Effects of Budget Buildings are considered to be halved, rounded down, and any instances of the word “half” are replaced with “quarter” in those Effects.

Playpit

Cost: 1000
Size: 1
Effect: +1 SMILE per Child visitor that Business Day.

Concession Stand

Cost: 1000
Size: 1
Effect: +200 Income and +100 Tourism (requires one Child or Teen and one Adult).

Indoor Coaster

Cost: 2000
Size: 2
Effect: +1 SMILE per Teen or Adult Visitor that Business Day.

Tunnel System

Cost: 2000
Size: 2
Effect: When this Imagineer would pay to create a new Building in a Zone they operate with a Tunnel System in it, when calculating the currency they must spend to do so, they may first divide the total Size of all other Buildings in the Zone by 2.

Guest Assistance Station

Cost: 500
Size: 1
Effect: +1 SMILE (requires one Child and one Senior).

Lazy River

Cost: 1000
Size: 1
Effect: +X SMILE, where X is the half number of Senior Visitors that Business Day (rounded down).

Lagoon

Cost: 2000
Size: 2
Effect: +4 SMILE and +200 Income (requires one Child, one Teen, one Adult and one Senior).

Monorail

Cost: 2000
Size: 2
Effect: +4 SMILE and +200 Income, unless the Imagineer exercised an IP licences on the Business Day they are processing.

Gift Shop

Cost: 500
Size: 1
Effect: +400 Income and +200 Tourism (requires one Child, one Teen, one Adult and one Senior).

Haunted House

Cost: 1250
Size: 1
Effect: +1 SMILE per Teen Visitor and Unaccompanied Adult that Business Day. (The number of Unaccompanied Adults on a Day is equal to its number of Adult Visitors minus its number of Child Visitors, to a minimum of zero.)

Turnstile

Cost: 500
Size: 1
Effect: If this Imagineer is the first to exercise an IP License for a given Business Day, they may, upon exercising it, immediately move their Debt toward 0 by 2000. If they do so, they must also immediately move the Boss’s Debt toward 0 by 2000.

Expedited Pass Point

Cost: 500
Size: 1
Effect: If this Imagineer is the first Imagineer to process a given Business Day, +2 SMILE and +2000 Tourism.

Costumed Character Rec Room

Cost: 250
Size: 0
Effect: +1 SMILE and 25 Wages per visitor that Business Day.

Licensing

A Zone may be themed with an IP License. If a Zone an Imagineer operates has no IP License, at any time, they may create a new IP License by paying its Fee, choosing two market segments, giving it a name, and updating the description of the Zone to include it. (An IP License is not a Building, and its name has no effect on the gamestate or Ruleset.)

The Fee for an IP License starts at 0 and is calculated based on its market segments. For each Child or Senior market segment an IP License includes, add 1000 currency to its Fee. For each Teen or Adult market segment an IP License includes, add 2000 currency to its Fee. An IP License may include duplicate market segments; each instance of a given market segment in an IP License counts toward the limit of two.

At any time, At any time, an Imagineer may exercise an IP License by paying 1 + X SMILES, where X is the number of other times that they have performed this action since they last processed a Business Day, and adding Visitors matching the market segments from that IP License to any Uncrowded Business Day. For example, an Imagineer could exercise an IP License with market segments of “cc,” spending one SMILE to add two Child Visitors to the current Business Day; exercising an IP License with market segments of “cA” would instead add one Child and one Adult to that Business Day.

If a Zone has an existing IP License, at any time, the Imagineer operating that Zone may pay its Fee again to remove it. After removing an IP License, the Imagineer may not create a new IP License until the Boss has started a new Business Day after the Imagineer removed that IP License.

Project Completion

If the Boss’s Debt is 0, the Imagineer with the most Smiles 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 Imagineers.
Daily Action
If a game action is a Daily Action, each Imagineer 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 Imagineer 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)
An Imagineer’s Effective Vote Comment with respect to a given Votable Matter means that Imagineer’s Comment to that Votable Matter, if any, that contains that Imagineer’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, an Imagineer 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 Imagineers is half the number of Imagineers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Imagineers it is referring to, it is referring to a Quorum of all Imagineers.
Resolve/Resolution
If used in a context of a Votable Matter, the word “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.
Slack
The BlogNomic Slack is located at blognomic.slack.com. Imagineers 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.
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 Imagineer 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 Imagineer 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 Imagineer 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 Imagineer 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 Imagineer may update any Imagineer'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 Imagineer may correct the GNDT to comply with the Gamestate.

If an Imagineer 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, Imagineers are encouraged to raise a Call for Judgement instead. Imagineers 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 Imagineer 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 Imagineers to transfer a numeric value only allows them to transfer that value from themselves to another Imagineer (of their choice unless otherwise stated).
  • An Imagineer 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, Imagineer 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 an Imagineer if it is explicitly stated that it refers to an Imagineer'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 “Imagineers may Kick each other” and “Imagineers may not kick each other on Tuesdays” exist, and it is Tuesday, Imagineers may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Imagineers may Punch a Spaceman on Friday” and “Imagineers may not Punch Spacemen on Friday”, then Imagineers may not Punch Spacemen on Friday.)