Ruleset 212
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Runners shall obey it.
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
If the Ruleset does not properly reflect all legal changes that have been made to it, any Runner may update it to do so.
Runners
The process of applying for access to the BlogNomic blog is outlined in the FAQ. A human with access to the blog who is not already a Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner.
A Runner may only change their name as a result of a Proposal approving the change.
Some Runners are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners 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.
Idle Runners
If a Runner is Idle, this is tracked by their name being removed or concealed in the list of currently active Runners in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Runners are not counted as Runners . The combined term “Idle Runner” can be used to refer to Runners who are Idle even in rules that do not treat them as Runners.
If a Proposal contains a provision that targets a specifically named Idle Runner, then that Idle Runner is considered to be Unidle solely for the purposes of enacting that specific provision.
When a Runner 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 Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.
An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Runner during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Runner if that Runner is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Runner who would be Unidled has become Idle within the past 96 hours (4 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 resolve Votable Matters as a non-idle admin would.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Runner, known as the Gridmaster. If there is no Gridmaster, the Dynasty is a Metadynasty.
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Runner may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
Votable Matters
A Votable Matter is a post which Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Votes
Each Runner may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Runner'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-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.
If a Runner other than the Gridmaster casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gridmaster. When the Gridmaster 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 Gridmaster'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.
A Votable Matter is Unpopular if any of the following are true:
- The number of Runners 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 have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When 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 withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.
Tags
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
- The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.
- The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
- The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
Proposals
Any Runner may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).
Special Proposal Voting
When a Runner casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Withdrawn, even if the author later changes their Vote. The Gridmaster may use VETO as a voting icon to cast a Vote on a Proposal; when the Gridmaster casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gridmaster later changes their Vote.
Resolution of Proposals
The oldest Pending Proposal may be Enacted by any Admin 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 Withdrawn.
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 Withdrawn.
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.
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.
Calls for Judgement
If two or more Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner 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 any gamestate-tracking entities, as specified in the CfJ.
This Rule may not be overruled by Dynastic Rules.
Victory and Ascension
If a Runner (other than the Gridmaster) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
A Runner's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is on Hiatus, no Idle Runner may be made unidle, and no new player joining requests may be administered..
A Pending DoV may be Enacted by any Admin if any of the following are true:
- It has a number of FOR Votes greater than 2/3rds of the number of Runners, it has been open for at least 12 hours, and either the Gridmaster has Voted FOR it or it has no AGAINST Votes.
- It has a number of FOR Votes greater than 2/3rds of the number of Runners, 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.
- It is more than 48 hours old and cannot be Enacted
If a DoV is Failed and it had at least one AGAINST vote, the Runner who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
When a DoV is Enacted, all other pending DoVs are Failed, the Runner who posted the DoV becomes Gridmaster, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
If the game is in an Interregnum then the new Gridmaster must either Pass the Mantle (by making a post naming a Runner who was not the last dynasty’s Gridmaster, in which case the passing Runner ceases to be the Gridmaster and the Runner so named becomes the Gridmaster) or start a new dynasty by completing the following Atomic Action:
- Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Gridmaster's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
- Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
Fair Play
The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Runner'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. Runners 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 Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner's game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.
- A Runner should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
- A Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
- A Runner should not edit their own blog comments once posted, nor those of any other Runner.
- A Runner should not edit the “Entry Date” field of a blog post.
- A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Runner should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
- A Runner should not roll dice 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. A Runner must use their own name in the Dice Roller, when rolling dice.
- A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.
- A Runner should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory.
- A Runner should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.
- A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Runner or Runners to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
- Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
- A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.
All Runners and idle Runners should be aware of the BlogNomic Community Guidelines. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Runners are encouraged to commit to upholding them to whatever extent is possible.
Dynastic Rules
Basic Grid Rules
There is a Grid made up of Cells, where each Cell is a string variable with a default value of “-”, arranged in an 8 x 8 collection which is publicly tracked. The columns of the Grid are labeled with the integers 1 through 8 inclusive in numerical order, and the rows of the Grid are labeled with the letters A - J inclusive in alphabetical order. A specific Cell is identified by its row letter and column number in the Grid in the format “RowColumn”, where Row is the row letter and Column is the column number. e.g. The Cell in the fourth row and second column is identified as “D2”.
A Cell containing “-” is considered to be Empty.
Each Cell also has a publicly tracked colour, defaulting to Black. The colour of a cell is not considered to be part of its Value.
A Runner is said to be “in” a Cell or to “occupy” a Cell if their Location is the identification of that Cell. To “move” a Runner to a Cell is to set their Location to be the identification of that Cell. If a Cell’s Value is not “-”, it is said to “contain” an instance of that Value.
Whenever the Gridmaster is required to make a random selection, they may do so in a secretly random manner.
The Progress Bar is a publicly tracked pair of numbers, known as the Needle and the Maximum. The Gridmaster may, at any time, update the Maximum to be the number of Live Runners, and the Needle to be the number of Live Runners who have a Heading.
Location
There is a string variable named “Location” which is privately tracked by the Gridmaster for each Runner and is either a blank string or contains the identification of a Cell, defaulting to a blank string. At any time, a Runner whose Location is a blank string may privately request the Gridmaster to set their Location to a specific Cell. The Gridmaster should process these requests in the order in which they were received. The Gridmaster should then set the Location of the Runner to the requested Cell. If at least one other Runner has this Cell in their Location at the time the message is processed, the Gridmaster should also reply that the Cell is occupied.
There is a string variable called “Spoor” which is privately tracked by the Gridmaster for each Runner. A Runner’s Spoor is either a blank string or contains the identification of up to three Cells. Whenever a Runner’s Location changes, its former value is added to that Runner’s Spoor at its leftmost point. If this would result in that Runner’s Spoor containing a reference to more than three Cells then the rightmost value is removed from that Runner’s Spoor and is instead set as that Runner’s Ping.
A Runner’s Ping is a publicly tracked variable which may only hold Cell references, and which defaults to blank.
Encounters
If multiple Runners are in the same Cell, then those Runners are all considered to be Nearby each other.
Whenever the set of Runners which are Nearby a Runner changes, the Gridmaster must execute the Status Report action for that Runner as described in the subrule Status Report.
The Alpha Sector
The Alpha Sector is composed of all cells that are coloured Red.
Status Report
When the Gridmaster takes the action Status Report, they privately inform the target Runner of the following in a single message, each of which is regarding that Runner and the values at the time the message is sent:
- Location
- Spoor
- Power
- Number-Crunches
- The names of all Runners (if any) who are Nearby that Runner
Running
Each Runner optionally has a Heading, being a direction of North, South, East or West, and defaulting to not having a Heading: this is tracked privately by the Gridmaster. (Row A is considered to be the North edge of the Grid; Column 1 the West edge.) The Gridmaster may change a Runner’s Heading to match a Heading privately requested by that Runner, so long as no Tick has occurred since that request was made.
A Runner is Live if they are in a Cell.
If all Live Runners have a Heading, the Gridmaster may perform the following atomic action, known as a “Tick”:-
- If there is at least 1 Runner in the Exit at this step, this Tick is considered a Shutdown Tick. If the most recent 3 Ticks (excluding this one) have been Shutdown Ticks, and if one of the Runner currently in the Exit has the highest non-zero Number-Crunches out of all Runners in the Exit, that Runner has achieved victory. (If the Grue achieves victory in this way, the Gridmaster should create a Blogpost to confirm that the Grue has escaped. The Grue’s location should be blanked, and it can never have its location set to a value again, but otherwise its victory is ignored.)
- If the Grue’s Location is in the same row or column as any other Runners (excluding those in the same Cell as it), select all of the Headings where the Grue would be facing such Runners, and where the orthogonally adjacent Cell to the Grue in the direction of each Heading does not contain “Firewall”, and change the Grue’s Heading to a randomly chosen Heading from this selection. If there are no such selections possible, instead select all of the Headings where the orthogonally adjacent Cell to the Grue in the direction of each Heading does not contain “Firewall”, and change the Grue’s Heading to a randomly chosen Heading from this selection if possible.
- Simultaneously move every Live Runner one Cell in the Direction of that Runner’s Heading (unless there is not a Cell in that direction from that Runner’s Location or the Cell in that direction contains a Firewall)
- For each Cell whose value is Battery, and whose identification is the Location of one or more Runners: increase by 1 the Power of each such Runner, then set that Cell’s value to “-”
- If any runner is on a yellow cell, they lose 1 Power. If they do not have any Power, they instead add a junk.c disk to their stack in a random position.
- Blank every Runner’s Heading
- Remove all Yanked Disks from the Heap
- Set the Grue’s Heading to a secretly random direction from either North, South, East or West.
- Increase the Watch Number by 1
- If no Cells have a value of Battery, or if the number of Runners that are Downloading is greater than 50% of Live Runners, Load a new Stratum
- Execute the Status Report action for each Live Runner as described in the subrule “Status Report”
- Post a blog entry announcing the new Watch Number, the number of Runners that are Downloading, and announcing any Runners whose Locations are cells in the Alpha Sector.
If the most recent Tick was more than 48 hours ago, the Gridmaster may Derez every Live Runner who has no Heading. When a Runner is Derezzed, their Location is set to a blank string and their Power to zero. The Gridmaster may also Derez a Runner at that Runner's request, if they have not already Derezzed that Runner since the most recent Tick.
If the most recent Tick was more than 24 hours ago, or if the most recent Tick was more than 8 hours ago and only one Live Runner has no Heading, and the Gridmaster has not done so since the most recent Tick, at their earliest convenience they should privately remind every Live Runner who has no Heading that they are in danger of being Derezzed.
The Watch
The Watch Number is a publicly tracked number, starting at 1.
Power
Each Runner has a set amount of Power, which is a non-negative integer value privately tracked by the Gridmaster for each Runner.
The Lines
The Stratum is a publicly tracked non-negative integer value that defaults to 0.
Loading a new Stratum is an atomic action that is also called Initialise and has the the following steps:
- Increase the Stratum by 1
- For every cell, if it is not green, set the Value of the cell to - and set it to its default color.
- Privately randomly select 10 Dormant Cells (or as many as can be selected, if fewer than that number exist) and set their Value to Battery (A Cell is Dormant if no Runner has a Location in the same row or column as it, and if no Runner is in the Cells orthogonally and diagonally adjacent to it.)
- If exactly 1 Runner has Activated their copy of the hack.c disk since the last Initialise, select the Features requested by that Runner and add each to the Grid in the order in which they were mentioned in the request. Otherwise:
- Repeat the following DICE4 times: Select a random Feature and add it to the Grid. Weight the random selection such that each feature not selected during the last Initialise action has twice the probability compared to any feature that was selected last time.
- If neither Database nor Access Point was select in the previous step, select one of those two at random and add it to the grid.
- If no Cells have a value of Battery, set the value of a random non-Purple Cell to Battery
- If the Stratum is 6, set the cells D4, D5, E4 and E5 to have the value of Exit.
- Post a blog entry announcing the new Grid’s Features
If the value or colour of a cell would be modified in the loading of a new stratum but it would be illegal to do so, that modification is skipped for that cell.
Features
There are certain Features which change the way that a new Grid is generated. When the Gridmaster adds a Feature to the Grid, they carry out the instructions in that Feature, performing any random selections secretly randomly. The list of all Features is as follows:
- Energized: Randomly select 5 Cells and set their Value to Battery.
- High-Security: Select 3 random columns or rows in the Grid, and set the Value of all their Cells to Firewall. Then, if there are any Dark Sectors on the Grid, the Gridmaster should change random Cell Values which are orthogonally adjacent to a Dark Sector from Firewall to “-”, until no Dark Sectors exist. (A Dark Sector is a group of orthogonally-connected Cells where none of those Cells have either a value of “Firewall” nor identifications which are the Location of a Runner, and where all the Cells which are outside of that group and orthogonally-adjacent to a Cell in that group have a value of “Firewall”.)
- Warped: Simultaneously move each Live Runner to a different random Cell, and inform each of them of their new Location.
- Database: Repeat the following 5 times: Select a Disk other than junk.c at random and add a new instance of it to the Heap in a random cell.
- Access Point: Set the Value of the Cells in the corners of the Grid to Terminal. Then, randomly select 3 Cells and set their Value to Terminal.
- Alpha Sector: Privately randomly choose a number from 2 to 4 to represent the size of the Alpha Sector: 2 by 2 cells, or 3 by 3 cells, or 4 by 4 cells respectively. Privately randomly choose the location of the Alpha-Sector and colour all cells within the chosen region red. Then, set the value of a random cell within the Alpha Sector to Terminal.
Downloading a new Stratum
A Runner may Download by privately informing the Gridmaster that they are doing so, and that Runner is considered to be Downloading until the end of the next Tick action. If a Runner has Executed since the most recent Tick, they may not Download. If a runner is Downloading, they may not Execute.
Disks
There exists a number of Disks, each of which has a name by which it is referred to, a Size, and an Effect. The list of all types of Disk is as follows:
Name | Size | Effect |
---|---|---|
yank.c | 2 | You may add a copy of a Disk from the Heap which shares a row or column with your Location to the rightmost end of your own Stack, marking that Disk in the Heap as Yanked if it is not already |
link.c | 1 | Trigger: If this Disk is in a Stack and the Disk immediately to the right of this Disk is Activated, this trigger is met. When this Disk is Activated as a result of meeting the trigger, the Disk immediately to the left of this Disk is activated (if such a Disk exists). This Disk, (i.e. link.c), may not be chosen as part of the Execute action. |
halt.c | 3 | You may pay 1 Power. If you do, remove the value of Terminal from a cell of your choice. |
jump.c | 2 | You may set your Location to a cell whose value is Terminal by messaging the Gridmaster stating so. |
swap.c | 2 | Swap the positions of two disks in your stack. |
copy.c | 2 | Choose a disk at position 0 in any stack, and replace the type of any disk in your stack with the chosen disk’s type. |
find.c | 1 | Get the identity and location of every runner within 3 cells of your location, and of the grue irrespective of its location. |
wall.c | 2 | Put the value of Firewall in up to 3 cells with a value of “-” of your choice. |
sell.c | 3 | Destroy any number of disks from your stack, and from the heap in your cell. Gain 1 power for each disk destroyed as a result of this activation. |
flow.c | 3 | Trigger: When someone in your cell activates a disk other than flow.c, this trigger is met. When this disk is activated take 1 power from the runner that activated the disk that triggered this power, or from any Runner in your cell if this disk was activated by any other means. (The Gridmaster must inform you if you successfully took 1 power from them, or if you failed.) |
meet.c | 3 | Trigger: When a runner’s Location is changed such that you now are in the same cell as another runner, this trigger is met. When this Disk is Activated as a result of meeting the trigger, you may activate the disk at index 0 in their stack, making all choices that it requires you to make. This Disk, (i.e. meet.c), may not be chosen as part of the Execute action. |
gain.c | 1 | If you are in the Alpha Sector, gain 3 capacity, then remove this Disk. |
send.c | 2 | If you are in the Alpha Sector, you may choose junk.c or remove a Disk from the Heap which shares a row or column with your Location, and then add that Disk between any two adjacent Disks in any Runner’s Stack, or add it to the leftmost position of any Runner’s Stack. |
junk.c | 2 | No effect. |
hack.c | 5 | You may pay 3 Power. If you do, privately request the Gridmaster for up to 2 Features, which may both be the same Feature, for the next Initialise action, or request that no Features should be set. If any other Runners have also Activated their copy of this disk since the last Initialise, the Power must still be paid, but the Gridmaster must ignore all requests from this Effect and instead privately inform each Runner who made these requests that their hack has failed due to another hacker in the system. |
save.c | 2 | You may set any two orthogonally adjacent Cells’ colours to green, if they were not Red. |
alph.c | 3 | You may set any two orthogonally adjacent Cells’ colours to red. |
fire.c | 3 | You may set any two orthogonally adjacent Cells’ colours to yellow, if they were not Red. |
When a Disk is Activated by a Runner, the Runner follows the instructions in that Disk’s Effect; a Disk’s Effect may only be carried out when it is Activated. If a Disk’s Effect begins with “Trigger:”, then a Runner may Activate it if all of the following are true:
- The Disk is in that Runner’s Stack
- It has been less than 24 hours since the triggering event described in the Disk’s Effect last took place
- The Disk has not been Activated since the triggering event described in the Disk’s Effect last took place
If a disk Effect would report or change one or more values that are privately tracked by the Gridmaster, the Runner who is Activating the disk must privately inform the Gridmaster of the disk being Activated and all values that were chosen as part of the Effect. It is permissible for a Gridmaster to activate a Runner’s disk on their behalf at their private request, or to Execute on that Runner’s behalf at their private request, with the Gridmaster processing that request at their earliest convenience. The effects of such a disk activation should also be handled by the Gridmaster on that Runner’s behalf, using the legal values (if any) that were chosen by the Runner for that effect.
The suffix of a Disk is the last two characters of its name.
Executions
Runners are able to Execute, though not if they have already Executed since the most recent Tick. Executing is an atomic action with the following steps:
- If the Runner has no Terminal in their location, they choose a Disk to activate in either Index 0 or Index 1 in their Stack, and pay an amount of power equal to that Index value plus 1.
- If the Runner has a Terminal in their location, they instead choose a Disk to activate which is in either their own Stack, or is in the Heap in a Cell whose value is Terminal, and pay power equal to the following criteria:
- If the chosen Disk is in their stack, they pay an amount of Power equal to half the Index value, rounded down.
- If the chosen Disk is in the Heap and is in the same Cell as them, they pay 2 Power.
- If the chosen Disk is in the Heap and is in a different Cell than them, they pay 6 Power.
- Whether or not the Runner has a Terminal in their location, they then Activate the chosen Disk.
Compression
If a Runner has not done so since the most recent Tick, they may spend 3 Power to perform the Compression action.
The Compression action is an atomic action in which the Runner selects two Disks in their Stack which are adjacent in list position and which may end in any suffix. The Runner combines them into one Disk by removing the names of the two Disks and replacing them with a name in the format “Disk1-Disk2.z”, where “Disk1” is the name of the first disk without the suffix and “Disk2” is the name of the second disk without the suffix. The Capacity of this disk is half of the combined original Capacity of all Disks listed in the new name, rounded down to the nearest integer but no less than 1.
When a Runner performs the Execute action, they may not Execute a Disk with the suffix “.z” unless they spend an extra 2 Power. If they do so, they may Execute each Disk listed in the name in the order listed in the name, but only pay the Power required for the Index of that “.z” Disk as well as any additional Power required by each Disk’s Effects.
The Stack
Every Runner has a Stack, which is a publicly tracked ordered list of Disks defaulting to the empty list. Every Stack has a Capacity, which is a non-negative integer defaulting to 10. If the total Size of Disks on a Stack ever exceeds its Capacity, that Stack has Overflowed; the Runner or Gridmaster whose action caused a Stack to Overflow must repeatedly Pop that Stack until it only contains one Disk, then reduce its capacity by 1, unless reducing the capacity this way would cause the Stack to be Overflowed.
As a Weekly Action, a Runner with an empty Stack may add a copy of yank.c to their Stack.
When a Stack is Popped, its rightmost Disk is removed and added to the Heap in a Cell of the Popper’s choice (or a random Cell if the Gridmaster Popped it). At any time, a Runner may Pop their Stack.
When a Disk is Pushed, it is added to a Stack of the Pusher’s choice at the rightmost position and that instance of the Disk is removed from where it was previously being tracked.
Each Disk in a Stack has an Index. The rightmost Disk in a Stack, if such a disk exists, has an Index of 0. Each other Disk in the Stack has an Index of 1 greater than the Disk to its right.
The Heap
The Heap is a publicly tracked unordered list of Disks and the respective Cells of the Grid they are currently in, defaulting to the empty list. Every Disk in the Heap is tracked as a pair of its name and Cell (e.g. (yank.c, E4)).
Each Disk in the Heap may have the condition of Yanked, and defaults to lacking it: a Disk being Yanked is tracked by it being italicised.
The Grue
The Grue is an entity that counts as a Runner for the purposes of all dynastic rules. If the Gridmaster is required to notify the Grue of any information, they may instead choose not to do so.
If the Grue’s Location is a blank string and the Watch Number is 10 or higher, the Gridmaster may set the Grue’s Location to a secretly random Dormant Cell and its Heading to a secretly random direction from either North, South, East or West.
Any time the Grue does not have a copy of yank.c in its Stack, the Gridmaster should add a copy of yank.c in its Stack if possible, according to the Stack section of the rules.
If the Grue’s Location is changed and the Cell in the Grue’s new Location contains a Battery, the Gridmaster should process the Collect action as if requested by the Grue as described in the Power section of the rules.
Whenever the Grue is Nearby another Runner, the Gridmaster should Derez that Runner and destroy any Disk at index 0 in that Runner’s Stack. The Grue should then add that Runner’s Number-Crunches to its own (without subtracting any of that Runner’s Number-Crunches). A blog post should be made to declare that the Derezzed runner was “eaten by a Grue”.
The Grue cannot move into any cells with the value of “Exit”. If the Grue ever occupies a cell with the value of “Exit”, the Gridmaster should blank the Grue’s location at the earliest possible convenient time.
Short-Distance Comms
Any two Runners who are Nearby each other may privately communicate with each other as if the special case rule “No Collaboration” is not active.
The Exit
The Exit consists of all cells with a value of “Exit”, and all cells with that value have a colour of Purple. Once a cell’s value is set to the value of “Exit”, that cell can never have its value changed, nor its colour changed.
Each Runner has a non-negative integer called Number-Crunches which is privately tracked by the Gridmaster. A Runner can spend any positive amount of Power to increase their Number-Crunches by that amount by notifying the Gridmaster of the amount of Power they wish to spend, though if that runner is in a non-empty cell, this increase is divided by four (rounded down to the nearest integer).
When a Runner besides the Grue has achieved victory, the Gridmaster should, at their earliest convenience, post a blogpost announcing that that Runner has escaped.
Special Case
Special Case Rules can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.
Special Case Rules have a Default Status, which can be Active or Inactive. If the title of a Special Case Rule includes "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.
The text of a Special Case Rule that is Inactive is flavour text.
Seasonal Downtime [Active]
On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
Dormancy [Active]
If there are fewer than five Runners, then BlogNomic is on Hiatus.
Imperial Deferentials [Active]
If the Gridmaster has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Runners have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Runners on the same Proposal are not considered to be valid.
Dynastic Distance [Active]
For the purposes of dynastic rules which do not deal with voting, the Gridmaster is not a Runner.
Malign Emperors [Inactive] [Rare]
The Gridmaster may be recipient of the Mantle, as if they were a Runner, during an Interregnum, as per the rule Victory and Ascension. The Gridmaster may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.
If the Special Case rule “No Collaboration” is Active, any Runner may set it to Inactive. (The combo is too strong.)
Dynastic Tracking [Active]
The gamestate tracking page for this dynasty is the Quiet Village page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Gridmaster may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.
No Collaboration [Active] [Rare]
If “Dynastic Distance” is also active, the Gridmaster is not considered a Runner for the purposes of this rule.
Runners may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Runner could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Runners (or people who are not yet Runners) also face the same restrictions if they intend to become an active Runner during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.
If information which was not allowed to be discussed is still privately discussed, the Runners who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.
Mantle Limitations [Active]
The mantle may not be passed, except as a result of a Call for Judgment. (Runners should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.
Alliances [Inactive] [Rare]
Each Runner may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Runners; a Runner's Alliance defaults to an empty set. A Runner may change their Alliance as a daily action.
If "Mantle Limitations" is also active, and if a Runner has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Runner may pass the Mantle to a Runner who was named in their Alliance at the posting time of their Declaration of Victory.
If “No Collaboration” is active, it does not apply to communications between Runners who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Runners who have each other’s names in their Alliance.
Event Types [Active]
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:
- A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.
- A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.
An Event type definition may also optionally stipulate:
- Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.
- Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.
- Ending Action(s). A Runner must do these when they End an Open Event of that type.
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Runner may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Runner End it again.
Bounties [Rare] [Inactive]
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason
The Gridmaster may post a Bounty Notice, or close an open Bounty Notice, at any time.
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.
If the Gridmaster believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Runner (other than the Gridmaster) who authored at least one of those votable matters and set that Bounty Notice to closed.
Reinitialisation [Rare] [Active]
If they have not already done so in the current dynasty, a Runner may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Gridmaster is privately tracking any information about them then they should do likewise at their first opportunity. When a Runner has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.
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. (e.g. 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.)
Imperatives
- Can
- “is able to”
- Shall
- “is required to”
- Should
- “is recommended that”
Time
- Daily Action
- If a game action is a Daily Action, each Runner 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 Runner 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.
- 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 Runner 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 Runner per week.
Other
- 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 Runners.
- Dice
- References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
- 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)
- A Runner's Effective Vote Comment with respect to a given Votable Matter is that Runner's Comment to that Votable Matter, if any, that contains that Runner's Vote on that Votable Matter.
- Commentary
- When posting a blog entry, a Runner 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.
- Discord
- The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Runners , as well as people who are not Runners but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
- Discord Channel
- A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Runners who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
- Flavour Text
- If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Runners are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
- Gamestate
- Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.
- Hiatus
- If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
- 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 Runners is half the number of Runners in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.
- Resolve/Resolution
- If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal 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. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
- Rule
- Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
- 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 hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
- Table of Contents
- The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
- Uphold
- To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
- 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, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
- Wiki
- The BlogNomic Wiki at http://wiki.blognomic.com
Gamestate Tracking
Official Posts
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Runner 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. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
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 4 hours old and either no Runner 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, except that a votable matter’s illegal resolution may be overturned. 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 Runner 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 Runner is defined as a Runner who has been a Runner for fewer than seven days or a Runner that has unidled in the past seven days after being idle for at least 3 months.
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
Representations of the Gamestate
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Runner's action is (and can only be) applied by editing that data in that place. One 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 wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.
If a Runner feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
- Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
- Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners are encouraged to raise a Call for Judgement. The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page Gamestate Modifications if this is not possible.
Orphan Variables
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.
A Runner may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
Random Generators
The Dice Roller at https://blognomic.com/dice/roll.php 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 CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
- A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner with such access, that Votable Matter is Illegal.
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 roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Runner making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Runner making this determination may do so using a private method of their choosing, instead of the Dice Roller.
Atomic Actions
An Atomic Action combines otherwise separate game actions into a single action.
- All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
- When a Runner 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 the steps are complete.
- If a rule allows the Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
- If a Runner arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
- If one or more steps of an Atomic Action were done incorrectly, the Runner must redo the Atomic Action; for that purpose, the Runner uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Runner would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
- 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.
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,” “pay” 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” or “pay” 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, paid, lost, gained, or transferred, a Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (of their choice unless otherwise stated).
- If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
- A Runner 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 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 a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be 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”).
- If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
- Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity 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 Dice Roller if N is greater than one million.
- If a piece of information is described as being tracked secretly or privately by the Gridmaster (including secretly random selections), then that information may only be revealed by the Gridmaster when the ruleset allows it. If a Runner should already know such a piece of information (in that the Gridmaster has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Gridmaster may repeat it to them.
Rules and Votable Matters
- If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.
- If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).
- Where a Votable Matter would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters 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 Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Runner A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.
- If a dynastic rule has no text and no subrules, any Runner may delete it from the ruleset.
- A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
- When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Runners may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
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 (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
- A Runner 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).
Spelling and formatting
- 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.
- Runners may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
- A Runner may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
Names
- Within the Ruleset, a word only refers to the name of a Runner if it is explicitly stated that it refers to a Runner's name.
- If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
- The names of rules and wiki pages (other than the Ruleset) are flavour text.
- 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 Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.
- When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
- Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
- When changing their name or joining the game for the first time, a Runner's (or prospective Runner's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.
Prioritisation
- If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
- The Appendix has precedence over any other Rule;
- If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
- If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;
- If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners may not Kick each other);
- If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).
Archives
This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
Mentors
A Runner may have another Runner as a Mentor. Runners who are willing to act as a Mentor are listed on the Mentorships wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Runner who has requested a change on their own behalf, from this list at any time.
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Gridmaster should select a Tenured Runner and ask them to take that Runner on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Gridmaster should announce it in a blog post. The Gridmaster should take care to consider game balance when selecting a potential mentor.
A relationship between a mentor and a mentee is a Mentorship. A Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
If there is no Gridmaster, any Runner who has been active in at least three previous dynasties may act as Gridmaster for the purposes of this rule.
Things that a mentor must do
A mentor must do the following:
- Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
- Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
- Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
- If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
- If they themselves go idle, communicate with their mentee to either continue to support them as an idle Runner or arrange a handover to another mentor if requested.
Things that a mentor should do
The following sets out suggested best practice for Mentorship relationships:
- The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
- The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Runners .
- The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
- The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.
Things that a mentor should not do
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.
- The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
- The mentor should not seek to dissuade the mentee from pursuing other alliances.
- A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.
Synonyms
A dynasty may provide extra theming by using alternative terms for words like “Runner” and “Gridmaster”.
Each term in this list is synonymous with the term in parentheses
- Runner (Player)
- Gridmaster (Emperor)
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.