Ruleset 222

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Agents 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 set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL

If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Agent may update it to do so.

The gamestate tracking page for this dynasty is the The Database page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.


A human with access to the blog who is not already an Agent may make a blog post making clear their wish to be an Agent (plural form Agents); in response, an Admin shall add them to the roster in the sidebar, at which moment they become an Agent. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)

An Agent may only change their name as a result of a Proposal approving the change.

Some Agents are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Agents 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. Agents may be made Admins through Proposal or CFJ.

An Agent may cease to be an Agent at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Agent in this way may not become an Agent again within the following two weeks.

Idle Agents

If an Agent is Idle, this is tracked by their name being removed or concealed in the list of currently active Agents in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Agents ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Agents are not counted as Agents . The combined term “Idle Agent” can be used to refer to Agents who are Idle even in rules that do not treat them as Agents.

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

When an Agent 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 Agent Idled in a different Dynasty), the Agent is given the default value for new Agents, if such a value exists.

An Admin may render an Agent Idle if that Agent has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Agent 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 Agent 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 an Agent if that Agent 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 Agent 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.


If there are fewer than four Agents (not including the Mainframe), then BlogNomic is on Hiatus.


BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Agent, known as the Mainframe. If there is no Mainframe, 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 Agent may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.

Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Mainframe is not an Agent.

Votable Matters

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


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

If an Agent other than the Mainframe casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Mainframe. When the Mainframe 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 Mainframe's Vote for the purposes of other rules unless otherwise specified. When the Mainframe themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.

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 Agents 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.


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 Building Blocks 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, [Building Blocks] for Building Blocks 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.


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

Special Proposal Voting

When an Agent 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 Mainframe may use VETO as a voting icon to cast a Vote on a Proposal; when the Mainframe casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Mainframe 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 applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Agent A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.

Calls for Judgement

If two or more Agents actively disagree as to the interpretation of the Ruleset, or if an Agent feels that an aspect of the game needs urgent attention, then any Agent 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 an Agent (other than the Mainframe) 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.

An Agent'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 Agent 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 Agents, it has been open for at least 12 hours, and either the Mainframe 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 Agents, 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 Agent 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 Agent who posted the DoV becomes Mainframe, 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 Mainframe must either Pass the Mantle (by making a post naming an Agent who was not the last dynasty’s Mainframe, in which case the passing Agent ceases to be the Mainframe and the Agent so named becomes the Mainframe) 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 Mainframe'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).
  • Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
  • Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
  • Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.

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 an Agent'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. Agents 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 Agent within BlogNomic, and should announce publicly if they control both a non-Idle Agent and any Idle Agents. This extends to exerting full control over the actions of another Agent, defined here as the controlled Agent's game behavior being functionally indistinguishable from if the controlling Agent was logged into their account and playing through it, over a period of more than a day.
  • An Agent 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 Agent should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other scripts).
  • An Agent should not edit their own blog comments once posted, nor those of any other Agent.
  • An Agent should not edit the “Entry Date” field of a blog post.
  • An Agent should not make a DoV primarily to delay the game by putting it into Hiatus.
  • An Agent 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 Agent 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. an Agent must use their own name in the Dice Roller, when rolling dice.
  • An Agent should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • An Agent should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause an Agent to achieve victory.
  • An Agent 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 Agent or Agents 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 Agents and idle Agents 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 Agents are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

The Mainframe

The Mainframe is a strong AI with advanced natural language capabilities. All dynastic gamestate is secretly tracked by the Mainframe unless otherwise stated, or where it would be impossible. Wherever the Mainframe would refer to an Agent by name in places where gamestate is publicly tracked, the Mainframe should instead use their IP address.

Communication between Agents that is facilitated by the Mainframe is exempt from the restrictions described in the rule “No Private Communications”.

The Agency

The Agency is a darknet organization that rewards cyber operatives for acting in its interests. These operatives are known as Agents. The Mainframe may freely tell an Agent any of their own gamestate variables as defined in this rule and its subrules.

Each Agent has Warez, which is a list of Files, defaulting to an empty list.

The Mainframe shall assign each Agent an IP address in the form #.#.#.# where each # is a number from 1-255. If any Agent has not been assigned an IP, the Mainframe should secretly randomly assign them one before performing any dynastic actions.

Each Agent has a number named CPU Cycles which defaults to 1.


Each Agent has a reputation score which defaults to 50. A more positive representation represents a higher standing in the eyes of the Agency.

The following actions impact an Agent’s reputation.

Action Change
Creating a new Client +5
Downloading a file +5
Connecting to a Client for the first time +10
Self-destructing a Client -10

As a Virtual Action, an Agent may spend reputation to redeem one of the following rewards:

Cost Reward
2^N (Where N is the Agent's current CPU cycles)
Increase the Agent's CPU cycles by 1
50 The Mainframe will secretly randomly reassign the Agent a new IP address


There may be any number of Clients. Each Client has a unique Name and a Passcode, which are strings of 4-16 characters containing only letters, numbers, and underscores. Names are not case-sensitive but Passcodes are. Client Names and their date of creation are publicly tracked in the Database.

As a weekly virtual action, an Agent may create a new Client by specifying the desired Name and Passcode for the Client. This may be re-attempted if the action fails.

Each Client has a list of Files, defaulting to an empty list.

A Brute Force Attempt is a pairing of a number named Progress and the name of an Agent. Each Client has a list of Brute Force Attempts, defaulting to an empty list.

A Passcode Complexity is a derived value that equals the number of characters a Client's Passcode has, multiplied by how many of the following criteria (which should be a number from 1 to 3) one or more of its characters meets: lowercase letters, uppercase letters, numbers.


An Agent may be connected to any number of Clients. A connection is a relationship between exactly one Agent and one Client. The number of connections a Client has is publicly tracked.

As a virtual action, an Agent may connect to a Client by specifying exactly one Client Name and Passcode pair. If the Passcode is correct for the specified Client, the Agent becomes connected to that Client.

As a virtual action, an Agent may disconnect from a Client by specifying a client they are connected to, at which point the Agent is no longer connected to that Client.

The Dark Web

There is a Client named Dark Web with the Passcode 1337 and the following Files (whose names are publicly tracked):

  • BackOrifice
  • MyDoom
  • Pegasus
  • CodeRed [Anti-malware]
  • CryptoLocker

The Dark Web may not brute force.

As a daily action, the Mainframe should refresh the Dark Web, which is an atomic action with the following steps:

  • Remove three privately randomly chosen Files from the Dark Web
  • Add three new Files to the Dark Web’s Files and optionally give them any valid unique names
  • Privately randomly choose a File of the added Files and make its Program a privately random Program from the table “Programs”
  • Privately randomly choose a File of the added Files and make it corrupted by a privately random Malware from the table “Malwares” excluding Trojan horse.


Each client except the Dark Web has Power, which is an integer between 0 and 100 inclusive and defaults to 50. Every time a Client other than the Dark Web performs a successful Shell Command its Power is reduced by the Power Consumption of that Shell Command, to a minimum of 0.

Every night at midnight each Client gains 15 power, to a maximum of 100.

A Client’s power is publicly tracked.

Shell Commands

A Shell Command is a type of Virtual Action that the Mainframe performs as a Client on behalf of an Agent. For the purposes of resolving Shell Commands, a Client is considered an Agent; The Client serves as a proxy for the Agent who initiated the command.

An Agent must be connected to a Client to perform Shell Commands as that Client. To perform a Shell Command, you must always specify exactly one Client that you are connected to, or the action fails. Each Shell Command has a Power Consumption, which is a non-negative integer and by default 10. If a Client (other than the Dark Web) tries to perform a Shell Command whose Power Consumption is greater than that Client’s Power, it will fail.

The definition of a Shell Command should be contained within the “Shell command” flair; If one is not, the Mainframe may edit the ruleset to make it so.


The Mainframe shall maintain a log of successful Shell Commands. Each new log entry shall include:

  • the time/date it occurred
  • the IP of the initiating Agent
  • the name of the Client
  • the type of command
  • any other data the command specifies to be logged

The size of the log (i.e. the total number of log entries) is publicly tracked.

As a shell command, a Client may request a copy of logs within a particular scope (e.g. a certain timeframe, logs associated with a certain IP, etc). Each log entry will be accompanied by an MD5 hash of the entry by which it can be identified.

If the Client does not have access to all of the logs in the desired scope, the action will fail. By default, a Client only has access to the logs of actions performed by that particular Client.

Power Consumption: 0


If a Client has one or more Files, as a Shell Command, that Client may download file with the name of the File to download. If the File does not already exist in that Agent's Warez, it is added to the Warez of the Agent performing this command, otherwise the command fails. This command may be re-attempted if it failed.

Power Consumption: 10

Brute Force

As a Shell Command, a Client may brute force a Target, specifying the name of another Client. If the Target does not have a Brute Force Attempt which names the Agent performing the command, the Mainframe will create a new Brute Force Attempt on the Target Client with the Agent’s name and a Progress of 0.

The Mainframe will increase the Progress of the Agent’s Brute Force Attempt on the Target Client by the Agent’s CPU Cycles.

  • If the entry’s Progress is greater than or equal to the Target’s Passcode Complexity, the Mainframe shall secretly communicate the Target’s Passcode to the Agent.
  • Otherwise, the Mainframe shall inform the Agent of the current Progress of their Brute Force Attempt on the Target.

The Mainframe will include the name of the Target and the current Progress of the attempt in the log of the action.

Power Consumption: 10


As a Shell Command, a Client other than the Dark Web may self-destruct. All Agents are disconnected from that Client, and it ceases to exist.

Power Consumption: 0


As a Shell Command, a Client can ping the Mainframe. The Mainframe will respond to confirm that it is online.

Power Consumption: 0

Change Passcode

As a Shell Command, a client may change passcode. The Client specifies a new valid Passcode and the Client's Passcode is changed to the new value. After this command executes, all Connections to the Client are removed. The Client's Brute Force Attempts are reset to an empty list and the Mainframe should recalculate its Passcode Complexity.

Power Consumption: 10


A File consists of:

  • An unique name, which is a string defaulting to “untitled”. If ever there would be two Files with the same name in the same list as a result of a virtual action, the Mainframe should add an arbitrary number to the end of either File’s name so that the names are unique.
  • Optionally one Program from the table “Programs”

If a File contains a Program, the Type of the Program must be included in its name in brackets. Only Files with a Program may have brackets in their names, unless otherwise stated by the ruleset.

Type Effects
Anti-malware When this File is executed, you may scan all files in your Warez. The Mainframe will respond with the number of corrupted Files in your Warez plus a privately randomly generated number between -2 and 2, inclusive, to a minimum of zero.
Firewall Whenever you download a File, if the File is corrupted, the Mainframe must privately randomly determine whether the File actually is downloaded or not, with both options being equally likely.

The Effects of a Program only apply to Agents who have at least one File with that Program in their Warez. As a daily virtual action, an Agent may execute a File by specifying the name of exactly one File in their Warez. This may be re-attempted if the action fails.

As a virtual action, an Agent may write a program by specifying the type of exactly one Program from the table “Programs” and the name of exactly one File in their Warez that doesn’t already have a Program. The Mainframe will set that File’s Program to be the specified Program, adding the Program’s type in brackets to the end of the File’s name.


An instance of a File in a list may be corrupted by none or more of the Malware described in the table below, defaulting to none. Whenever an Agent downloads a corrupted File, the File added to the Agent’s Warez will also be corrupted by the same Malware.

Type Effects
Virus Whenever a Client performs a Shell Command, if the initiating Agent's Warez contains a File corrupted by a Virus, the Mainframe must make one of the Client's uncorrupted Files, if there are any, as well as one of the initiating Agent's Warez' uncorrupted Files, if there are any, corrupted by a Virus.
Trojan horse If a file is corrupted by a Trojan horse, its name is allowed to contain brackets. However, such a File may not contain a Program.


An Agent who is connected to all existing Clients may, as a virtual action, trigger a blackout. A blackout uses the remaining power of all Clients to send an electromagnetic pulse to the Mainframe, knocking it and all Clients offline. This effectively puts an end to the Agency’s operations.

The Mainframe will make a Story Post on the blog naming the Agent who triggered the blackout; The agent so named has achieved victory.

Short Circuit

Throughout this rule, all uses of the terms “JonathanDark”, “Josh”, or “Vovix” should be taken to refer to the Agents with those names.

On or after February 12 2024 00:00 UTC, the Mainframe should publicly randomly roll DICEX, where X is the sum of the Reputation of JonathanDark, Josh and Vovix, at the exact time of February 12 2024 00:00 UTC. The Mainframe should then use the result of this random roll, known as R, to determine which Agent achieves victory and post a Story Post declaring this fact using the following steps, where there is a number named RunningTotal which is set to 0 before starting these steps:

  • If R is less than or equal to JonathanDark’s Reputation, then JonathanDark achieves victory, and the remaining steps must be skipped. Otherwise, add JonathanDark’s Reputation to RunningTotal.
  • If R is greater than RunningTotal and less than or equal to (Josh’s Reputation + RunningTotal), then Josh achieves victory, and the remaining steps must be skipped. Otherwise, add Josh’s Reputation to RunningTotal.
  • If R is greater than RunningTotal, then Vovix achieves victory.

Clock Cycle

As a daily action, the Mainframe should perform the following atomic action called Clock Cycle:

  • Resolve all Shell Commands initiated since the last clock cycle.
  • Post a newsletter on the blog.


A newsletter is a story post by the Mainframe whose title is in the format “Newsletter <date>”. A newsletter post always contains:

  • A ranked list of Agents, sorted by reputation (not including the reputation itself)
  • A list of new clients created since the last clock cycle.
  • The number of shell commands resolved in the last clock cycle.

The remaining contents of the newsletter are flavour text.


Once a Declaration of Victory has been enacted, the Mainframe should (during the interregnum) publish a copy of the gamestate tracking entities where secret gamestate information was tracked for the Second Dynasty of Zack.

Building Blocks

Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.

Potential Building Blocks rules can be found at the Building Blocks page of the wiki. That page is gamestate and may not be altered except as specified by the ruleset or through the passage of a Proposal or CfJ; however, its contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.

When a Mainframe specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Mainframe makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.

No Private Communication

Agents 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 Agent could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Agents (or people who are not yet Agents) also face the same restrictions if they intend to become an active Agent 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. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.

If information which was not allowed to be discussed is still privately discussed, the Agents who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.

Virtual Actions

A Virtual Action is a type of action that the Mainframe performs on behalf of an Agent. An Agent may initiate a virtual action by privately communicating to the Mainframe their request to do so, along with any additional information needed to carry it out. The Mainframe shall resolve the Virtual Action by performing the following Atomic Action:

  1. Determine whether the Virtual Action fails (if it does not fail, it is successful).
  2. If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Agent.

If a Virtual Action fails, the Mainframe should tell the Agent why. A virtual action may fail for any of these reasons:

  • Some requirements/prerequisites to perform the action are not met.
  • The request does not contain all the information needed to resolve the action.
  • The request is unintelligible, or too vague to interpret unambiguously.
  • It would require the Mainframe to do something they cannot do.
  • Any other reason specified by the action itself.

Except where otherwise stated by the ruleset, the Mainframe must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.

Until a virtual action is resolved, it is pending. An Agent may cancel a pending Virtual Action by privately communicating to the Mainframe their request to do so



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.)


“is able to”
“is required to”
“is recommended that”


Daily Action
If a game action is a Daily Action, each Agent 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 Agent 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 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 Agent 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 Agent per week.


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 Agents.
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)
An Agent's Effective Vote Comment with respect to a given Votable Matter is that Agent's Comment to that Votable Matter, if any, that contains that Agent's Vote on that Votable Matter.
When posting a blog entry, an Agent 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.
The BlogNomic Discord can be accessed at and is also linked to on the sidebar. Agents , as well as people who are not Agents 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 Agents 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. Agents 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.
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 (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
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.
Pass the Mantle
Passing the Mantle is a mechanism by which, during an Interregnum, a Mainframe may nominate another Agent to become the Mainframe in the upcoming dynasty. Unless a Core, Dynastic or Building Block rule explicitly states otherwise, Passing the Mantle is currently prohibited.
A blog post published to the BlogNomic weblog at
Quorum of a subset of Agents is half the number of Agents in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Agents it is referring to, it is referring to a Quorum of all Agents.
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.
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.
Sticky Post
A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Mainframe.
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.
Seasonal Downtime
On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Agents” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
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.
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.
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.
The BlogNomic Wiki at

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at Any Agent 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 Agent 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 is less than six hours old and appears to the Mainframe to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Mainframe may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.

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

If authorised by the rules as a result of an Agent’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. 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 Agent may correct the representations to comply with the Gamestate.

If an Agent 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 Agent, if doing so would not require the correcting Agent to make any decisions on behalf of the original Agent.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Agents 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.

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

Random Generators

The Dice Roller at 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 an Agent with such access. Only an Agent with such access may Enact that Votable Matter. If that Votable Matter does not name an Agent 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 Agent making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Agent 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 an Agent 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 Agent performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If an Agent 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 Agent must redo the Atomic Action; for that purpose, the Agent 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 Agent 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.


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, an Agent can spend or pay from only their own values, and a rule that allows Agents to transfer or pay a numeric value to another Agent only allows them to transfer that value from themselves to that other Agent (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.
  • An Agent 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”). For the purposes of this bullet point, the names of Agents are not considered to be legal values for game variables, nor for list items within game variables.
  • 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 Mainframe (including secretly random selections), then that information may only be revealed by the Mainframe when the ruleset allows it. If an Agent should already know such a piece of information (in that the Mainframe has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Mainframe 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 a dynastic rule has no text and no subrules, any Agent 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), Agents may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
  • If the Mainframe has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Agents 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 Agents on the same Proposal are not considered to be valid. If there are six or fewer Agents, then the Mainframe’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Agents who are not the Mainframe have cast a vote on that proposal.


  • 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.
  • An Agent 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.
  • Agents may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Agents with the corresponding forms of the singular “they”.
  • An Agent 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.


  • Within the Ruleset, a word only refers to the name of an Agent if it is explicitly stated that it refers to an Agent'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, an Agent's (or prospective Agent'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.


  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any other Rule;
  2. 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;
  3. If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
  4. If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Agents may Kick each other” and “Agents may not Kick each other on Tuesdays” exist, and it is Tuesday, Agents may not Kick each other);
  5. 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 “Agents may Punch a Spaceman on Friday” and “Agents may not Punch Spacemen on Friday”, then Agents may not Punch Spacemen on Friday).


An Agent may have another Agent as a Mentor. Agents 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 an Agent who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.

If an unmentored Agent requests a Mentor, or a new Agent has joined the game and has no Mentor, the Mainframe should select a Tenured Agent and ask them to take that Agent 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 Mainframe should announce it in a blog post. The Mainframe should take care to consider game balance when selecting a potential mentor.

A relationship between a mentor and a mentee is a Mentorship. An Agent may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

If there is no Mainframe, any Agent who has been active in at least three previous dynasties may act as Mainframe 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 Agent 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 Agents .
  • 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.


A dynasty may provide extra theming by using alternative terms for words like “Agent” and “Mainframe”.

Each term in this list is synonymous with the term in parentheses

  • Agent (Player)
  • Mainframe (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 Building Blocks page or 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.