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Ruleset 171

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Energy Ministers (abbreviated EM) 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; Section Three contains rules which apply in special cases; and Section Four 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.

EMs 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 EM may update it to do so.


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

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

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

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

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

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

An Admin may render an EM Idle if that EM has asked to become Idle in an entry or comment from the past four days, or if that EM 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 EM if that EM is Idle and 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 EM 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.

Idle Admins can enact and fail Votable Matters.


BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single EM, known as the UN Secretary-General (abbreviated UNSG). If there is no UNSG, the Dynasty is a Metadynasty.

Votable Matters

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


Each EM 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 EM’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-EM never has a Vote, even if they were an EM previously and had cast a valid Vote.

If an EM other than the UNSG casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the UNSG. When the UNSG has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the UNSG’s Vote for the purposes of other rules unless otherwise specified.

A Votable Matter is Popular if any of the following are true:

  • It has a number of FOR Votes that exceed or equal Quorum.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.

A Votable Matter is Unpopular if any of the following are true:

  • The number of EMs who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and it is not Popular.

Enacting and Failing

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 should mark their name, and are highly encouraged to 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 EM may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the EM already has 2 Proposals pending, or has already made 3 Proposals that day).

Special Proposal Voting

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

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 all of the following are true:

  • It is Popular.
  • It has been open for voting for at least 12 hours.
  • 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 is Unpopular.
  • It has been Vetoed or Self-Killed.

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 EMs actively disagree as to the interpretation of the Ruleset, or if an EM feels that an aspect of the game needs urgent attention, then any EM may raise a Call for Judgement (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.

A Pending CfJ may be Enacted by any Admin if all of the following are true:

  • It is Popular.

A Pending CfJ may be Failed by any Admin if any of the following are true:

  • It is Unpopular.
  • It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities.

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.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If an EM (other than the UNSG) 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.

If the game is not already in Hiatus and there is a pending DoV, 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 “EMs”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

Every EM 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 by any Admin if any of the following is true:

  • It is Popular, it has been open for at least 12 hours, and either the UNSG has Voted FOR it or it has no AGAINST Votes.
  • It is Popular, and it has been open for at least 24 hours.

A Pending DoV may be Failed by any Admin if any of the following are true:

  • It is Unpopular, and it has been open for at least 12 hours.

When a DoV fails and there are no pending DoVs, Hiatus ends.

When a DoV is enacted, all other pending DoVs are failed, and a new Dynasty begins with the EM who made the DoV as its UNSG. That EM may pass this role to another EM at this point by making a post to that effect, if they wish. The Hiatus continues until the new UNSG makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the UNSG’s chosen theme for the new Dynasty, and may optionally specify that the terms EM and UNSG 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 EM 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 EM’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. EMs should vote against any DoV that relies on having broken a fair play rule.

  • A single person should not control more than one non-Idle EM within BlogNomic, and should announce publicly if they control both a non-Idle EM and any Idle EMs.
  • An EM 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 EM should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • An EM should not edit their own blog comments once posted, nor those of any other EM.
  • An EM should not edit the “Entry Date” field of a blog post.
  • An EM should not make a DoV primarily to delay the game by putting it into Hiatus.
  • An EM should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
  • An EM should not roll dice in the GNDT that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action.
  • An EM should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • An EM should not use a core, special case or appendix rules scam to directly or indirectly achieve victory

Dynastic Rules


Each EM has an Industrial Output, which is tracked in the GNDT as IO, and is by default unset. An unset Industrial Output has a value of zero.

The Average Output of a Continent is the arithmetical mean (rounding down) of the Industrial Output of every Energy Minister who represents a nation from that Continent, or zero if no Energy Ministers represent nations from it.

An Energy Minister with a Seat at the UN who has an unset Industrial Output may at any time set it to any value within 10 of their Continent’s Average Output, or to any value between 10 and 40 if their Continent’s Average Output is zero.


The Year is 2156. The mean global temperature anomaly (MGTA), measured in millikelvin, is 848.

Advancing a Year is an atomic action consisting of:

  • Increasing the Year by one.
  • Increasing the MGTA by the sum of the IO of all Energy Ministers.
  • For each Energy Minister, rolling DICE8000 in the GNDT and adding the Latitude of that Minister’s Continent. If the result is less than the MGTA, remove a random Asset from that Energy Minister.
  • Making a post to the blog indicating that the Year has been Advanced.

If no EM has done so within the last 46 hours, any EM with a Seat at the UN may Advance a Year.

An EM may take an Annual Action if they have not taken any Annual Actions or Leap Actions since the Year was most recently Advanced. An EM may take a Leap Action if they have not taken any Annual Actions or Leap Actions since the Year was most recently Advanced, if the Year is divisible by 4.


Each Energy Minister represents a nation from a Continent, that Continent being tracked in the GNDT. Eight Continents exist, with the following Names and (in brackets) Latitudes:-

  • Africa (9)
  • Antarctica (90)
  • Asia (34)
  • Australia (25)
  • Europe (54)
  • North America (54)
  • South America (9)
  • Undefined (0)

An Energy Minister’s Continent may be any Continent from that list, defaulting to Undefined. (An Undefined Continent may be tracked as “-” in the GNDT.) If an Energy Minister’s Continent is not Undefined, then they are considered to have a Seat at the UN.

An Energy Minister without a Seat at the UN may set their Continent to any valid value other than “Undefined”, at any time.

Power and Assets

Each EM has a number of Assets, tracked as a list in the GNDT column “Assets”, and defaulting to no Assets. An EM’s Power is the number of Assets they have. The following are Assets and their effects (if any):

An EM may not have more than five Assets in total.

  • Money: You can swap a Money you have for an Asset of your choice, newly created from the list of Assets in this rule.
  • Military: Choose an EM with less Military Assets than you. That EM loses an Asset of your choice (if they have any). This action is Attacking, and is an Annual Action. Attacking can only be done if the MGTA is above 1200.
  • Influence: Choose an EM with less Influence Assets than you. That EM loses an Asset of your choice (if they have any). This action is Propaganda, and is an Annual Action. Propaganda can only be done if the MGTA is below 600.
  • Technology: Increase your IO by 10 upon acquiring this. Decrease your IO by 10 upon losing this.
  • Green Policies: Decrease your IO by 10 upon acquiring this (your IO can be negative with this). Increase your IO by 10 upon losing this.
  • Control: If you have two or more Control Assets, you cannot be the target of Propaganda.
  • Privileged: If you have two or more Privileged Assets, you cannot be the target of Attacks.
  • Giant Ice Cube: Lower the MGTA by 100 when you acquire this. Increase the MGTA by 100 when you lose this. Whenever you gain Money, you lose this Asset.
  • Oil Rig: If you have at least one Oil Rig, as a Leap Action, you can Drill: multiply the current MGTA by 1.10 (rounded up) and gain 1 Money.
  • Blogium: If you are the sole EM (who hasn’t been Idle in the last 72 hours) with the most Blogium Assets, you are the Blogium Lead.
  • Nomium: If you are the sole EM (who hasn’t been Idle in the last 72 hours) with the most Nomium Assets, you are the Nomium Lead.
  • Icium: If you are the sole EM (who hasn’t been Idle in the last 72 hours) with the most Icium Assets, you are the Icium Lead.

An EM who has been an EM in this dynasty for less than 48 hours, who has a Seat at the UN and who has no Assets can Claim International Aid, if they have not already Claimed International Aid in the previous 48 hours: this gives them four Money Assets. At any time, an EM can declare a Revolution and lose 1 of their Assets to change all of their Assets to Money.


Each EM with an IO set above 29 may add 1 Money to their Assets as a Leap Action. Each EM with an IO set below 30 may change one of their Assets to Money as a Leap Action.

Teleportation Protocol

In this age of revolutionary new technologies, teleportation is a must for most international leaders and businessmen. It’s not all that expensive, but due to the fact that it produces small quantities of radioactive waste matter it is banned from use in everyday contexts. For VIPs, the time saved and the convenience of in-person meetings can be considered worth the impact, and may even be required, more than expected.

A Proposal with the [Teleport] or [Teleportation] tag is a Teleportation Proposal. Whenever a Teleportation Proposal is resolved, the MGTA increases by 10 for each EM that voted on that Proposal. The resolving Admin is encouraged to also resolve and report this change.

Proposals which are not Teleportation Proposals are called Slow Proposals. If a Slow Proposal is more than 48 hours old and has exactly 1 more vote FOR than AGAINST, it is Unpopular instead of Popular.

End of the World!

If the MGTA is above 4000, and no EM has achieved victory, then the EM named pokes has achieved victory.

If the EM named pokes has achieved victory, and the safety phrase, which is “hot dog”, is not the final words of this rule, they may post an Ascension Address as if they had posted an enacted DoV.

The safety phrase is here: hot dog.


Subrules of this rule are known as Treaties. Each treaty has a subset of Energy Ministers that are signatories to the treaty, listed at the end of the treaty. At any time, if an Energy Minister is not a signatory to a treaty, they may become a signatory to that treaty by adding their name to the list of that treaty’s signatories. The action of becoming a signatory to a treaty is also known as signing the treaty.

Non-Aggression Pact

Signatories to this treaty may not Attack other signatories to this treaty. When a EM becomes a signatory to this treaty, they gain one Privileged asset. Signatories are: TyGuy6, Farsight

Pact of the Cube

Signatories to this treaty may not use Propaganda against an EM with a Giant Ice Cube. Signatories are:

Robotization Pact

When an EM signs this Treaty, they gain 1 Money. If all EMs (excluding the UNSG) are signatories to this Treaty, a Robot Uprising happens.

When a Robot Uprising happens, all Assets that EMs have become Technology, and MGTA is multiplied by 1.20

Cuddlebeam, Kevan, Farsight


If, for 24 consecutive hours, an EM has been at least two of the three Leads simultaneously, (among Blogium Lead, Nomium Lead and Icium Lead,) they have achieved victory.

Atmospheric Processing

At any time, an EM may spend a Money Asset to help develop the UN’s Global Atmospheric Processor (GAP). When an EM does this, they receive a Merit Asset and the MGTA is reduced by 50.

At any time, an EM may exchange three Merit Assets for one other Asset.

The Red Roost

An EM with 4 or more Assets may spend a Money to shuttle supplies to and develop new technologies for life on Mars. Each Money spent this way, up to a maximum of five, increases the total number of Assets that EM can have by one. This increase is tracked in the GNDT under “MP”, defaults to 0, and can be referred to as “Mars Power” or “MP”.

Special Case

Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in “[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.

The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.

Tags [Active]

Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, the [Special Case] tag in order to make changes to the Special Case Rules and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to an EM.

Atomic Actions [Active]

When an EM performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all such steps are complete. All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Action that is itself a step of a parent Atomic Action.

An Atomic Action may direct the performer to skip some of its steps, which the performer should do and in which case the skipped steps are considered completed for this rule.

If one or more steps of an Atomic Action were done incorrectly, the EM must redo the Atomic Action. In redoing an Atomic Action, the EM uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.

If an EM arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps that they performed of that action and are never considered to have performed that action.

For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon its result the EM would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.

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. For Atomic Actions that are redone, the time of completion is the last redone step.

This rule cannot be overruled by the Dynastic Rules.

Seasonal Downtime [Active]

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”.

Dormancy [Active]

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

No Orphan Variables [Active]

An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a manner in which it can be determined from other gamestate variables, specified in the Ruleset.

An EM may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Imperial Deferentials [Active]

If the UNSG has voted DEFERENTIAL on a proposal, that vote is instead considered to be valid and either FOR (if more EMs have voted FOR the proposal than have voted AGAINST it) or AGAINST (in all other cases).

Dynastic Distance [Active]

For the purposes of dynastic rules which do not deal with voting, the UNSG is not an EM.

The Traitor [Active]

The Traitor for a particular dynasty may be an EM (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current dynasty is tracked privately by the UNSG, and the UNSG should not share this information with EMs other than the Traitor.

If there is no Traitor for the current dynasty, the UNSG may secretly randomly select an EM (other than the UNSG) and privately inform them that they are the Traitor for the current dynasty.

A Traitor is under no obligation to honour any informal promises they have made with other EMs, nor to tell the truth to them, and is encouraged to betray other EMs in order to achieve 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
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 EMs.
Daily Action
If a game action is a Daily Action, each EM 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 EM 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 Action
an action that is defined in the Dynastic rules.
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 EM’s Effective Vote Comment with respect to a given Votable Matter means that EM’s Comment to that Votable Matter, if any, that contains that EM’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, an EM 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) and any images contained within those Wiki Pages.
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 EMs is half the number of EMs in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of EMs it is referring to, it is referring to a Quorum of all EMs.
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 EMs 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.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
Table of Contents.
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, a DEF shall represent a Vote of DEFERENTIAL, and a crossed-out circle shall represent a vote to 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 EM 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 EM 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 EM 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 only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than two hours old and either no EM has commented on it or (if it is a Votable Matter) if 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. An official blog post that has the status of Enacted or Failed cannot change categories. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

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 a New EM is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or ruleset, and if it has been posted for less than six hours, then any admin may change it to be in the Proposal category. A New EM is defined as an EM who has been an EM for fewer than seven days or an EM that has unidled in the past seven days after being idle for at least 3 months.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at Any EM may update any EM’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 EM’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 and wiki merely represent the Gamestate, and are not the same thing. In the event that the Gamestate and its representations are different, any EM may correct the representations to comply with the Gamestate.

If an EM feels that a representation of the gamestate (such as the GNDT or the wiki) 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 alteration, EMs are encouraged to raise a Call for Judgement instead. EMs 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.

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 EM 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.

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 EM making this determination may do so using a private method of their choosing, instead of the GNDT.


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, an EM can spend only their own values, and a rule that allows EMs to transfer a numeric value only allows them to transfer that value from themselves to another EM (of their choice unless otherwise stated).
  • An EM 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 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)
  • DICEN cannot be rolled in the GNDT if N is 22 or more digits long.

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 the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, EM 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.
  • An EM may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).


  • 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.
  • The terms “EM” and “Player” are synonyms.


  • Within the ruleset, a word only refers to the name of an EM if it is explicitly stated that it refers to an EM’s name.
  • 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.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a proposal, the name used in reference to a specific proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a proposal named “Changes [Core]” could instead be referred to by the name “Changes”.


  • 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 “EMs may Kick each other” and “EMs may not kick each other on Tuesdays” exist, and it is Tuesday, EMs may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “EMs may Punch a Spaceman on Friday” and “EMs may not Punch Spacemen on Friday”, then EMs may not Punch Spacemen on Friday.)
  5. Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.