Ruleset 146

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Organs 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.

Organs 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”.

If the Ruleset does not properly reflect all legal changes that have been made to it, any Organ may update it to do so.


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

An Organ may cease to be an Organ at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Organ in this way may not become an Organ again within the following two weeks. An Organ may only change their name as a result of a proposal approving the change.

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

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

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

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

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

Votable Matters

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

Each Organ 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 Organ’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-Organ never has a Vote, even if they were an Organ 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). Comments cannot be made on Enacted or Failed Votable Matters.

This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.


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

Special Proposal Voting

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

If an Organ other than the Statolith casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Statolith. When the Statolith has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL on that Proposal are instead considered to be valid and the same as the Statolith'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 Organs 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 Organs actively disagree as to the interpretation of the Ruleset, or if an Organ feels that an aspect of the game needs urgent attention, then any Organ 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 Organ (other than the Statolith) 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 “Organs”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

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

Atomic Actions

When an Organ performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other action defined in the Ruleset until all such steps are complete. In addition, the Organ performing an Atomic Action should perform its steps as quickly as they are able.

If an hour has passed since an Organ began an Atomic Action, but they have not completed it, all its steps are considered illegal and may be reverted by any Organ, and the Atomic Action is not considered to have been performed.

For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed.


If there are fewer than five Organs, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.


Each Organ has exactly one state at any given time, which is by default gut

An Organ may consume one unit of any Nutrient to morph one of the following states:

  • Limb: An Organ in the Limb state may consume one Gonium to move its Creature’s location to a cell adjacent to its current location. A limb may not move its creature into a cell containing another creature. Moving fulfills restlessness. A limb moving its creature into a cell containing a crevice must spend 2 gonium rather than 1 to do so.
  • Ocellus: As a daily action, an organ of this state may scout any location that is adjacent to to its Creature’s current location. If the location examined is named “Foggy Location” the organ may change it’s name to “Scouted Location” and then add one random terrain feature to that location. Scouting fulfills curiosity.
  • Gland: An Organ in the Gland state may consume one Nonium to increase or decrease a single mood of its Creature by 2
  • Pancreas: An Organ in the Pancreas state may, by consuming two units of the same nutrient, generate one unit of any other nutrient.
  • Gut
  • Stingers: An Organ may spend one blonium to move a mobile neighbor that is in the same cell as the Organ’s Creature into an adjacent cell of the organ’s choosing that does not contain a vent or brine pool.
  • Egg Sack: An egg sack may spend one of each nutrient listed in Nutrients to lay an egg cluster in the cell the creature is in, if that cell contains no neighbors that are not seaweed and the organ's creature’s satisfaction level is Fulfilled. Its state is unfertilized, it has no fathers yet, its cell is the current cell, and its mother is the organ that laid it. Laying an egg cluster fulfills Procreation Drive.
  • Dart Sack: An organ in this state may, as a daily action, consume one nutrient to fertilize an egg cluster in the state of “unfertilized” that is in the same location as that organ’s creature if the organ’s creature’s satisfaction level is Fulfilled. No organ may fertilize an egg cluster of which it is the mother. When an organ fertilizes an egg cluster, that organ’s name is added as a father to that egg cluster. Fertilizing an egg cluster fulfills Procreation Drive.
  • Choanocyte: An organ in this state may, as a daily action, consume one nutrients to nourish an egg cluster that is in the same location as that organ’s creature, and is not unfertilized. The nutrient consumed must be a nutrient that the egg cluster currently requires. Nourishing an egg cluster fulfills Procreation Drive.
  • Nymph: When an Organ morphs into Nymph state, it loses all Creatures it is attached to (its “Creature” column in the GNDT becomes “-” to reflect the vacancy). Nymphs have representation on the map as [N:xxx], with xxx being that Organ’s name. Nymphs, when they become such, have their location set to be the same location as the Creature they just lost. A Nymph, as a daily action, can move its location to a cell adjacent to its current location without using a nutrient. A nymph may also spend one nutrient to move its location to a cell adjacent to its current location. The Nymph can merge with another Creature which is on its same cell. The Nymph becomes part of the Creature, and its state changes to Gut.
    A Nymph may make a Petition to Aggregate as a blog post. The Petition must give a legal and unused Creature name and also name at least one other Nymphs that share the same location as the petitioning Nymph. Once all of the Nymphs named in a valid Petition agree to aggregate by commenting "I'm in" on the Petition, they along with the petitioning Nymph become part of a new Creature with the name in the Petition, and their states become gut. The petitioning Nymph has the title of Neuron. A Petition becomes invalid 24 hours after it was made, or if the Nymph who posted the Petition or any of the Nymphs named in the Petition move, go idle, cease to be Organs, or become part of a Creature.
  • Parasite: If a Creature contains one and only one Parasite, that Organ has the title Neuron, and all other Organs in that Creature do not. This takes presedence over all rules that determine which Organs have the title of Neuron.

The state of each organ is tracked in the GNDT.

The Statolith, although embedded in the Creature, is not classified as an Organ for the purposes of dynastic rules.


Each Creature has a number of moods. Each mood has an associated non-negative integer tracked on the “Map of Habitat” wiki page. Creatures have the following moods:

  • Hunger
  • Restlessness
  • Curiosity
  • Procreation Drive

Actions can “fulfill” a creature’s moods.If an action fullfills a mood, and that mood is the highest or tied for the highest of that creature’s moods and is greater than zero, that mood decreases by one, and the organ may take up to 2 nutrients from its creature’s supply, if its creature’s supply has them, and its creature’s Satisfaction Level increases by 1. If the action taken adds nutrients to its creature’s supply, those nutrients must be added before the organ attempts to take any. If its creature’s supply does not have any nutrients when nutrients would be taken as a result of fulfilling a mood, its hunger mood increases by 5.

If an action fulfills a mood and that mood is not the highest or tied for highest of that creature’s mood’s, or all moods are zero or less, then the organ’s creature’s satisfaction level decreases by 1.


Each creature has a Satisfaction Level, which is tracked in the Map of the Habitat page and indicates how well the creature’s needs are being met. Satisfaction Level may be a number between 1 and 5 inclusive, which can also be referred to using a name as described below. If Satisfaction Level should ever become less than 1, it is set to 1 instead. If it should ever become greater than 5, it is set to 5 instead.

Satisfaction Levels:

  • 1: “Depressed”
  • 2: “Down”
  • 3: “Satisfied”
  • 4: “Happy”
  • 5: “Fulfilled”

Organs must consume twice as many nutrients as stated in order to perform actions described in the Anatomy rule if their creature has the Satisfaction Level of Depressed.

An Organ may only take nutrients as a result of fulfilling moods twice per day.


Creatures use nutrients in order to make themselves grow and thrive. These nutrients are Blonium, Gonium, Nonium and Micronium.

Each Organ stores an amount of Nutrients, tracked in the GNDT as a lowercase string of the first letters of those Nutrients. (eg. an Organ with two units of Blonium and one of Nonium would track this as “bbn”.) When an Organ “consumes” a Nutrient, that Nutrient (which it must be storing itself) is removed.

An Organ may give a Nutrient it is storing to another Organ belonging to the same Creature at any time.

As a weekly action, the Statolith may add, to each Creature’s supply, two of each Nutrient per Organ belonging to that Creature.

An Organ may store up to 4 nutrients. If an Organ has more than 4 nutrients after completing a dynastic action, they must give nutrients to its creature’s supply until they only have 4 nutrients before performing any other dynastic action. Each nutrient counts individually: an organ with two blonium and one nonium has three nutrients.

Each Creature has a “supply” of nutrients. This is tracked in a “supply” field in the GNT on an organ belonging to that creature. It doesn’t matter which organ within a creature has the supply listed. These are tracked in the GNDT as the first letter of those nutrients, followed by the number of those nutrients stored. (eg. a supply with two units of Blonium and one of Nonium would track this as “b2g0n1m0”.)

As a daily action, an Organ may take up to three nutrients from its creature’s supply.


The Habitat is a 7x7 grid of squares tracked in the wiki page “Map of Habitat”. Each Creature’s location in that grid is marked with [NAME], where NAME is the Name of the Creature. This grid is referred to as the Habitat Map.

A cell is adjacent to another if it shares a side with that cell. A cell is crosswise to another if it does not share a side but does share a corner. A cell is 8-adjacent to another if it is crosswise or adjacent.

Each Cell of the Habitat Map represents a Location. A Location has a Name. A Location’s Name is tracked on the Habitat Map. A Location’s Name by default is “Foggy Location”. The Creature can’t move to a Location named “Foggy Location”.

The Creature’s starting location is named “Sea of Eden”.

Each Cell of the Habitat contains zero or more “Terrain Features”

The following Terrain Features are known to exist:

  • Crevice (represented as c)
  • Reef (represented as r). Supplies Blonium
  • Vent (represented as v). Supplies Micronium
  • Skeleton (represented as s). Supplies Nonium.
  • Brine Pool (represented as p). Supplies Gonium.
  • Large Rock Outcropping (represented as o)

As a daily creature-communal action (a daily action that can only be performed by one Organ belonging to each Creature), any Organ may “gather ambient nutrients” by stating it is doing so in the GNDT. When an organ gathers ambient nutrients, if a terrain feature that supplies a nutrient is in the same cell as the Organ’s creature, add five of that nutrient to its creature’s supply for each Organ belonging to that creature that is in the state of Gut. Gathering ambient nutrients fulfills Hunger; only the Organ gathering ambient nutrients may take a reward for fulfilling Hunger.

An organ may change the name of any cell in the habitat map named “Scouted Location” by updating the wiki page to that effect. The name the cell changed to must be a “Valid Final Name”. The valid final name the cell’s name is being changed to must be unique on the habitat map.

a “Valid Final Name” is one of the following forms

  • [feature name] of Solitude
  • [feature name] of Activity
  • [feature name] of Pendantry
  • [feature name] of Laxness
  • [feature name] of Bounty
  • [feature name] of Desolation
  • [feature name] of Hope
  • [feature name] of Despair
  • [feature name] of Gratitude
  • [feature name] of Entiltement
  • [feature name] of Calm
  • [feature name] of Turbulence
  • [feature name] of Plenty
  • [feature name] of Hunger
  • [organ name]‘s [feature name]
  • The [color] [feature name]
  • little [featurename]
  • The Great [featurename]
  • The Tall [featurename]
  • The Wide [featurename]
  • Devil’s [featurename]
  • [featurename] must be the name of a terrain feature in the cell being named.
  • [organ name] must be the name of an organ who is playing.
  • [color] must be one of Red, Orange, Yellow, Green, Blue, Indigo, Violet, White, Grey or Black.


Spawn - a neighbor that spawns in a location is added to that location when that location is scouted by an Organ in the ocellus state, was named foggy location prior to being scouted, and the other conditions for spawning are met.

Creatures live in an ecosystem with other living beings. These beings are called “neighbors”. The possible kinds of Neighbors are the following:

  • Big Grumper: Represented by ‘BG’. Spawns if there is a skeleton present in a location.
  • Eel - Represented by ‘E’. Spawns if there is a Crevice in the scouted location.
  • Mussels - Represented by ‘M’. Spawns if there is a Brine Pool in the scouted location
  • Starfish - Represented by ‘S’. Spawns if there is a Large Rock Outcropping in the scouted location.
  • Sea Anemone - Represented by ‘A’. Spawns if there is a Reef in the scouted location.
  • Seaweed - Represented by ‘W’.
  • Tube Worm - Represented by ‘T’. Spawns if there is a Vent in the scouted location.
  • Medusa - Represented by ‘M’ followed by a number.

Big Grumpers, Eels, and Medusas are mobile.


Each Creature has a name; a Creature named X is referred to as “the Creature named X”. Each non-Nymph Organ is part of one Creature, which can be referred to as that Organ’s Creature. Nymphs are part of no creature. Organs’ Creatures are tracked in the GNDT by their Creatures’ names in the column “Creature”, which defaults to “Eve”.

Creatures shall be named one of the following names: “Eve”, “Sarah”, “Hagar”, “Rebecca”, “Rachel”, “Leah”, “Deborah”, “Delilah”, “Hanna”, or “Jezebel”.

If a creature has less than two organs, it ceases to be a creature, and any organs part of that creature become nymphs. The nymphs are placed on the map where the former creature was.

Newly created creatures have their satisfaction level set to Satisfied.

Egg Clusters

Egg clusters are tracked on the Habitat Map as numbers, in order of creation, with the first egg sack being numbered one.

An egg cluster that shares a cell with a neighbor that is not Seaweed or a Medusa at any time is changed to the stage “Destroyed”.

The map of habitat tracks the following information about each egg cluster:

  • Number: A unique number, starting at 1 for the first egg cluster and counting upward by 1
  • Location: A location on the habitat map.
  • Mother: The organ that laid the egg cluster.
  • Fathers: The name(s) of the organ(s), if any, that have fertilized the eggs, along with the number of times they have done so.
  • Stage: One of the following (in order): Unfertilized, Needs Blonium, Needs Gonium, Needs Nomium, Needs Micronium, Mature, and Destroyed
  • Name: When an egg cluster is changed to a medusa, put the name of the medusa here.

Egg clusters may be said to require specific nutrients. An egg cluster in the Unfertilized stage requires any nutrient. An egg cluster in the “Needs Blonium” state requires Blonium. An egg cluster in the “Needs Gonium” stage requires Gonium. An egg cluster in the “Needs Nonium” stage requires Nonium. An egg cluster in the “Needs Micronium” stage requires Micronium.

When an egg cluster is laid, it is in the “Unfertilized” stage. When an egg cluster is nourished, it advances to the next stage listed under “Stage” in this ruleset. When it has been fertilized four times, it advances one stage.

Any organ that is the parent of an egg cluster in the “mature” state may birth that egg cluster, transforming it from an egg cluster into a medusa by performing the following as an atomic action:

  • Add an ‘M’ to the beginning of the number used to track the location of the egg cluster in the Habitat.
  • Give the medusa a name in the Habitat in the following format: the first three letters of the mothers name, followed by one letter each chosen from the name of each of the egg cluster’s fathers, followed by the number of that egg cluster.

Egg clusters changed into medusae are not removed from the list of egg clusters, but their location is no longer tracked on the map or in the table. The egg cluster is not considered to be anywhere in the habitat at that point, though the medusa is.


“Miconium” and “Micronium” are synonymous.

Creature Voting

On proposals organs can cast a vote with “[xxx]” where xxx is the name of the creature they are in. Their vote becomes valid and the same as the Neuron of their creature when the Neuron casts a valid vote.


If a new player joins or unidles, they morph to the Nymph state without paying it's cost and their Nymph is set to the location Sea of Eden. Their nutrients are set to one of each type of nutrient.


Each organ has a number of posterity points. A player has three posterity points for each medusa on the habitat map it is the mother of, and one for each time it fertilized a egg cluster that is now a medusa on the habitat map.

An organ with 7 or more posterity points, and more posterity points than any other organ, has achieved victory.

Time Limit

If no Proposals have been enacted for the last 120 hours, the Organ with the most posterity points at that time has achieved victory if they haven’t made a DoV in the last 120 hours.

The Adoption Games

If at any time there exists a Medusa or Egg Cluster whose Mother is Idle or not an Organ, any Organ that has fertilized that Medusa or Egg Cluser may attempt to adopt it and become its Mother.

To do so, the Organ must make a Story Post with a title of ‘[Organ] wants to adopt [number]’ where [Organ] is replaced with their name, and [number] is the number of the egg cluster or Medusa they wish to adopt. The Story Post body must include a heart warming story about the relationship between the Organ and the Medusa or egg cluster. If at least 3 other Organs make a comment on that post that indicate unambiguous support for the adoption, then the Adoption is successful and the Organ who made the post is the new Mother.

Once an Organ has created a post to attempt an adoption, that Organ cannot attempt any other adoptions for the next 48 hours.



A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying "bananas are blue" cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying "every day is Sunday" will be overruled by the glossary entry below.)

"is able to"
A blog comment published to the BlogNomic weblog at
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of admin status from one or more Organs.
Daily Action
If a game action is a Daily Action, each Organ 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 Organ 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)
An Organ’s Effective Vote Comment with respect to a given Votable Matter means that Organ’s Comment to that Votable Matter, if any, that contains that Organ’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, an Organ 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. All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
IRC Channel
The Blognomic IRC channel is located at #nomic on the slashnet network (
"is permitted to"
May not
"is not permitted to"
A blog post published to the BlogNomic weblog at
Private Message
A message sent via Blognomic’s Private Messages system at
Quorum of a subset of Organs is half the number of Organs in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Organs it is referring to, it is referring to a Quorum of all Organs.
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
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 Organs 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 shall represent a Vote FOR, an X shall represent a Vote AGAINST, an IMP shall represent a Vote of DEFERENTIAL, and an Imperial Seal shall represent the Imperial Veto.
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Organ 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 Organ per week.
The BlogNomic Wiki at

Gamestate Tracking

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at Any Organ 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.

An official post may be altered or removed by its author if it is less than six hours old and either no Organ has commented on it or all comments on it contain no voting icons; 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 two exceptions: Firstly, 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. Secondly, if a post by an Organ who has been an Organ for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at Any Organ may update any Organ's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of an Organ’s action is (and can only be) applied by editing that data in that place. One GNDT or wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations 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 Organ may correct the GNDT to comply with the Gamestate.

If an Organ 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, Organs are encouraged to raise a Call for Judgement instead. Organs 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 Organ 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 Organs to transfer a numeric value only allows them to transfer that value from themselves to another Organ (of their choice unless otherwise stated).
  • An Organ 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 selection is explicitly specified as being “secretly” random, the Organ making this determination may do so using a private method of their choosing, instead of the GNDT.
  • 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, Organ 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 an Organ if it is explicitly stated that it refers to an Organ's name.


  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any Rule;
  2. A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
  3. If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Organs may Kick each other” and “Organs may not kick each other on Tuesdays” exist, and it is Tuesday, Organs may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Organs may Punch a Spaceman on Friday” and “Organs may not Punch Spacemen on Friday”, then Organs may not Punch Spacemen on Friday.)