Ruleset 227

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Fishing Contestants 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 https://wiki.blognomic.com/index.php?title=Ruleset.

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

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

Fishing Contestants

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

A Fishing Contestant may only change their name as a result of a Proposal approving the change.

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

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

Idle Fishing Contestants

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

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

When a Fishing Contestant 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 Fishing Contestant Idled in a different Dynasty), the Fishing Contestant is given the default value for new Fishing Contestants, if such a value exists.

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

Dormancy

If there are fewer than four Fishing Contestants (not including the Elder Judge), then BlogNomic is on Hiatus.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Fishing Contestant, known as the Elder Judge. If there is no Elder Judge, the Dynasty is a Metadynasty.

An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Fishing Contestant 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 Elder Judge is not a Fishing Contestant.

Votable Matters

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

Votes

Each Fishing Contestant 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 Fishing Contestant‘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-Fishing Contestant never has a Vote, even if they were a Fishing Contestant previously and had cast a valid Vote.

If a Fishing Contestant other than the Elder Judge casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Elder Judge. When the Elder Judge 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 Elder Judge’s Vote for the purposes of other rules unless otherwise specified. When the Elder Judge 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 Fishing Contestants 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 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.

Proposals

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

Special Proposal Voting

When a Fishing Contestant 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 Elder Judge may use VETO as a voting icon to cast a Vote on a Proposal; when the Elder Judge casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Elder Judge 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, Fishing Contestant 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 Fishing Contestants actively disagree as to the interpretation of the Ruleset, or if a Fishing Contestant feels that an aspect of the game needs urgent attention, then any Fishing Contestant 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 Fishing Contestant (other than the Elder Judge) 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 Fishing Contestant’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 Fishing Contestant 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 Fishing Contestants, it has been open for at least 12 hours, and either the Elder Judge 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 Fishing Contestants, 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 Fishing Contestant 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 Fishing Contestant who posted the DoV becomes Elder Judge, 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 Elder Judge must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address should specify the Elder Judge’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:

  • New dynasty-specific terms as outline in the rule “Synonyms”
  • A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)
  • Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section
  • The name of 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”
  • The Elder Judge’s Imperial Style, which if specified is a set of nonbinding guidelines that the Elder Judge is encouraged to follow, using the terms defined on the wiki page Imperial Styles.

If it has not been done since the most recent posting of an Ascension Address, the Elder Judge or any Fishing Contestant (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:

  • Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.
  • Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.
  • Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any.
  • Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.
  • Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.


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

Dynastic Rules

Fish Function

Any alphanumeric string of letters may or may not be a fish.

The Fish Function is an English phrase no longer than 100 words which describes a process for determining if a given alphabetic string is In Season or not, and is secretly tracked by the Elder Judge. If the Elder Judge has not set a Fish Function, they should do so at their earliest convenience, and must publicly track the date and time that the Fish Function was most recently set or changed.

The Found Fish list on the gamestate tracking page consists a list of names of fishes and the name of the Fishing Contestant who discovered them and is by default empty

As a Virtual Fishing Action known as Fish Identification, a Fishing Contestant may privately ask the Elder Judge “Are any of the following fish,” followed by a number of clearly delineated strings no greater than their Catches. Each of these strings are any alphabetic string of between 1 and 20 characters which are not the name of a fish on the Found Fish list, and which are not duplicates of other strings submitted in the same Fish Identification. They then reduce their Catches by this number of submitted strings.

To resolve Fish Identification, for each submitted string, the Elder Judge determines if the target is In Season or not as according to the Fish Function. If it is In Season, they add it to the Found Fish List with the name of the Fishing Contestant submitting the virtual action as the discoverer and that Fishing Contestant gains 1 Doubloon. If it is not In Season, they privately inform the Fishing Contestant submitting the virtual action of this fact. Additionally, after resolving all the strings submitted for a given Fish Identification, if any of the strings submitted were Fish with the same name of as the Big One, the Elder Judge should perform the Big One Caught atomic action, using the Fishing Contestant who submitted the currently processed Fish Identification as the Hero, as part of resolving the Fish Identification action as a whole.

If the Fishing Contestant’s name is not in a Shore cell when they perform a Fish Identification, they are not permitted to submit more than one string during that action. If a fishing Contestant’s name is not in the Judge’s Hut’s cell when they perform a Fish Identification, they are not permitted to submit more than three strings during that action.

In this rule, when determining whether two strings or two names of fish are the same, treat all lowercase alphabetical characters as if they were uppercase for the purposes of this comparison. The Fish Function may not require alphabetical characters to be uppercase or lowercase as part of the description of the function.

An alphabetic string is In Season if it meets all of the following criteria:

  • It satisfies the criteria described in the Fish Function
  • It is not any part of the name nor the entire name of a fish in the list of fish names, ignoring any differences in upper or lower case letters, listed by the sections labeled “A” through “Z” on this Wikipedia page as it existed in the version of the page at the following URL: https://en.wikipedia.org/w/index.php?title=List_of_fish_common_names&oldid=1217985466

The Fish Function is illegal if there does not exist any alphabetic string that can be In Season.

Bribes

As a Virtual Fishing Action known as Bribing, a Fishing Contestant may spend a number of their Doubloons, where that number must be at least 10, to request a word from the Fish Function, with the requirement that the number of Doubloons spent must be included in that Virtual Fishing Action communication to the Elder Judge. When that Virtual Action is resolved, the Elder Judge should collect a set of words from the Fish Function where the length of each of those words is half the number of Doubloons mentioned in that Virtual Action (rounded down to the nearest integer) or less, but ignoring any words less than 5 letters long, then privately randomly select one of the words in this set and communicate it back to that Fishing Contestant. If the selected word has been communicated to that Fishing Contestant in a previous Bribing for this same Fish Function, the Elder Judge should repeat the privately random selection until a different word is selected, unless there is only one such word. If there are no words that are at least 5 letters long in the Fish Function, the Elder Judge should skip the privately random selection and instead communicate that fact when resolving that Virtual Action.

The Big One

The Big One is an alphabetic string of letters that is In Season that is privately tracked by the Elder Judge. The number of characters in the Big One is a publicly tracked integer called the “Length of the Big One”. If The Elder Judge has not set the Big One, they should do so and update the Length of the Big One at their earliest convenience.

For each string submitted by a Fishing Contestant as part of a Fish Identification, the Elder Judge should privately inform that Fishing Contestant whether the string comes before or after the Big One in dictionary order.

There is a publicly tracked integer called Level.

Trophies

Each Fishing Contestant has a number of Trophies, which is a publicly tracked integer that defaults to zero. Big One Caught is an atomic action that may only be performed by the Elder Judge, and only when allowed elsewhere by the rules. When performed, a specific Fishing Contestant must be marked as the Hero in order to perform it. It has the following steps:

  • Increase the Hero’s Trophies by the current Level.
  • Increase the current Level by 1.
  • Change the Fish Function such that none of the strings in the Found Fish match the criteria described in the new Fish Function
  • Change the Big One and update the Length of the Big One
  • Clear the list of Found Fish
  • Fail all unresolved Fish Identification (not counting the one currently being resolved) actions, refunding the Fishing Contestant trying to perform the action any catches and energy they spent to perform it.
  • Set the Last Catch to the current date and time, rounded down to the nearest hour, plus 168 hours (7 days).
  • Make a Story Post on the blog announcing that a Trophy has been claimed, and revealing what the fish function was prior to being changed in this action

This atomic action should take place before any other Fish Identifications are resolved.

If only one Fishing Contestant has at least 10 Trophies, they have achieved victory. If more than one Fishing Contestant has at least 10 Trophies, no Fishing Contestant achieves victory until there is only one Fishing Contestant who has the most Trophies among all Fishing Contestants, in which case that Fishing Contestant achieves victory.

Last Catch

There is a publicly-tracked Last Catch which contains a date and time, defaulting to the current date and time rounded down to the nearest hour plus 168 hours (7 days).

If the current date and time is on or after the Last Catch, at their earliest convenience the Elder Judge should perform the Last Call, which is an atomic action with the following steps:

  • Resolve all pending Fish Identifications in the order they were received
  • If the Big One Caught atomic action was performed as a result of the previous step, skip all remaining steps of this atomic action and consider it completed.
  • If the Found Fish list is not empty, if there is only one Fishing Contestant whose name appears in the most entries in the Found Fish list, mark that Fishing Contestant as the Hero.
  • If the Found Fish list is not empty, if there is more than one Fishing Contestant whose name appears in the most entries in the Found Fish list, among those Fishing Contestants mark the Fishing Contestant whose name appears first in the Found Fish list as the Hero.
  • If a Fishing Contestant was marked as the Hero in this instance of this atomic action, perform the Big One Caught atomic action.
  • Set the Last Catch to the current date and time, rounded down to the nearest hour, plus 168 hours (7 days).

Fishing Contestant

Each Fishing Contestant has a publicly tracked number of Catches. This number defaults to 0.

As a Fishing Action, a Fishing Contestant may perform the Collect Catches action. When performed, the instructions for the Collect Catches action are the ones listed with the first matching criteria for that Fishing Contestant and the Cell containing their name, in the order listed below:

  1. If that Cell is a Judge’s Hut, they gain no Catches
  2. If that Cell is in the list of Disturbances, they gain 3DICE6 Catches
  3. If that Cell is a Shore or a Cell that had their name for their most recent performance of Collect Catches before this instance, they gain 1 Catch
  4. If that Cell is an Ocean, they gain 2DICE4 Catches
  5. If none of the above apply, they gain 2DICE2 Catches

Speed

Each Fishing Contestant has a Speed which is publicly tracked. A Fishing Contestant’s Catch Weight is the calculated value of that Fishing Contestant’s Catches divided by 15 and rounded down to the nearest integer. A Fishing Contestant’s Coin Weight is the calculated value of that Fishing Contestant’s Doubloons divided by 15 and rounded down to the nearest integer.

A Fishing Contestant’s Speed is equal to the larger of:

  • 1
  • 4 - their Catch Weight - their Coin Weight

The Sea Chart

There is a publicly-tracked grid, named “The Sea Chart”, which consists of Cells where each Cell is labeled with the letters “A” through “G” in alphabetical order across the columns of the grid, and the numbers 1 through 8 in numerical order down the rows of the grid. A specific Cell is referenced by its column letter and its row number in that order, e.g. D4 for the Cell in the column labeled D and the row labeled 4. Each Cell may contain the names of 0 or more Fishing Contestants.

If a Fishing Contestant’s name is not in any Cell, the Elder Judge should randomly select a Cell by column letter and row number, repeating this random selection until an empty Cell is selected, and then add that Fishing Contestant’s name to that Cell.

As a Fishing Action, a Fishing Contestant can move their name from their current cell to a new cell, provided Manhattan distance (i.e. the number of orthogonal steps needed to get from one cell to another) between those two cells is not greater than their current speed. If this new cell already contains one or more Fishing Contestants and is not the Judge’s Hut, the Fishing Contestant performing this action must give 1 Doubloon to each other Fishing Contestant already in this new cell (if they do not have enough Doubloons to do this, they cannot move to the new cell).

When a Fishing Contestant’s name is moved from one Cell to another Cell as part of a dynastic action, and this movement involves counting a specific number of Cells between the starting and ending Cell, that Fishing Contestant is known as the Traveller and they are considered to be Travelling while that dynastic action is being performed. When Travelling, the set of Cells referenced as part of that count, including the destination Cell but not including the starting Cell, is known as the Path. If there are multiple unique sets of Cells possible in that count, each unique set of such Cells is a valid Path for that Travelling. When a Fishing Contestant is Travelling and they are the Traveller, if they chose the destination Cell itself voluntarily, they may choose any valid Path as part of that dynastic action. In any other instance of Travelling where the Traveller is not voluntarily choosing the destination Cell itself, the only valid Path that can be chosen is the shortest set of Cells between the starting Cell and the destination Cell.

Hazards

If the name of something publicly tracked in a Cell is considered a Hazard, whenever a Fishing Contestant’s name is added to that Cell as part of a dynastic action (if it wasn’t already as part of this rule), or whenever that Cell is in the chosen Path of a Travelling Fishing Contestant, the destination of that Fishing Contestant is changed to the Cell containing that Hazard, any other movement to another Cell as part of that dynastic action is ignored, and that Fishing Contestant’s name must be added to that Cell as part of that dynastic action. Additionally, as part of that dynastic action, the Effect of that Hazard must be immediately applied to that Fishing Contestant, known as the Victim when the Effect is applied.

Hazard Effect
Blackwater Beast The Victim gains 2 Madness
Mine If the Victim chose the Path containing the Cell that has this Hazard, they may immediately spend 5 Energy to remove the Mine from that Cell. If they choose not to spend the Energy, or if the Victim did not choose the Path or the Victim was not Travelling when this Effect was applied, the Fishing Contestant or Elder Judge who is performing that dynastic action must perform Blow Up as part of that dynastic action, applying it to the Victim.

Landmarks

There exists a Shore, which is any cell where the cell’s label has G in it.

There exists an Ocean, which is any cell where the cell’s label has A in it.

There exists a Judge’s Hut, which is at cell G4.

There exists three Basalt Obelisks, which are at cells B2, C5 and D8.

Blackwater Beast

There exists a Blackwater Beast that has the following publicly-tracked variables: Last Known Location which is either empty or a Cell (defaulting to empty), and Failed Bellows which is a number defaulting to 0. The Blackwater Beast is also known as Beast and the two terms are synonymous.

For the purposes of this rule, a Cell adjacent to the Beast’s Last Known Location is one that is a single horizontal, vertical, or diagonal step away.

Moving the Beast is an atomic action with the following steps:

  • Set the Beast’s Last Known Location to a random non-Shore Cell if it is empty.
  • Roll a DICE2. On a result of 1, the Beast Bellows.
  • If the Beast does not Bellow, add 1 to the Beast’s Failed Bellows and remove it from being publicly tracked on The Sea Chart if it is currently publicly tracked there.
  • If the Beast Bellows:
    • Do this a number of times equal to the Beast’s Failed Bellows: Randomly select a Cell from the non-Shore Cells that are adjacent to the Beast’s Last Known Location, then set the Beast’s Last Known Location to the result of that roll.
    • Set the Beast’s Failed Bellows to 0.
    • Publicly track the Beast’s Last Known Location on The Sea Chart.
    • Each Fishing Contestant that is on or adjacent to the Beast’s Last Known Location, except for Fishing Contestants in a Shore Cell, is Affected by the Beast’s Bellow for this instance of this atomic action. Add 2 to the Madness of each Affected Fishing Contestant.
    • Make a Story Post on the blog that the Beast Bellowed using any flavor text of the author’s choosing in the title, and a body that contains a list of Fishing Contestants that are Affected by the Beast’s Bellow

The Blackwater Beast is considered a Hazard.

Energy

Each Fishing Contestant has a publicly tracked integer Energy which can be between 0 and 14 and defaults to 7. Any action that would set a Fishing Contestant’s energy above 14 instead sets it to 0. Any action that would reduce a Fishing Contestant’s energy below 0 may not be performed.

As a weekly action, a Fishing Contestant may Rest and gain 7 Energy.

By default, in order to perform a Fishing Action a Fishing Contestant must spend 1 Energy, plus 1 additional energy for every Fishing Action that Fishing Contestant has already performed in the last 20 hours.

The cost in Energy to perform a Virtual Fishing Actions (VFAs) is spent when the action is initiated by the Fishing Contestant, not when it is performed by the Elder Judge. Likewise, for the purposes of the window for determining additional costs for a Fishing Action, virtual fishing actions are considered to be performed which the request was sent to the Elder Judge rather than when the Elder Judge actually performed the action. If a Virtual Fishing Action fails, the cost in Energy that was spent to perform that action is refunded by the Elder Judge to the Fishing Contestant who attempted to perform it.

Disturbances

There exists a publicly tracked list of Disturbances which should have 3 entries, each one consisting of a non-Shore cell label.

There is a Next Disturbance which is a publicly tracked date and time. If the current time is after the Next Disturbance, any Fishing Contestant or the Elder Judge may take the Sight Disturbances action, and Fishing Actions may not be performed.

The Sight Disturbances action is an atomic action and has the following steps:

  • Roll a DICE5. On a result of 3 or less, perform the Moving the Beast Action
  • A random Disturbance is removed from the list of Disturbances if there are greater than 2 disturbances
  • A new Disturbance is created in a random non-Shore cell if there are less than 3 disturbances
  • Any fishing contestants in that cell are moved to a legal adjacent cell in a random direction, if possible
  • Randomly select Yes or No. If the result is Yes, the preceding three steps are repeated, with the newly created Disturbance not being eligible to be selected in step 1.
  • If there are less than 3 entries in the list of Disturbances, repeat all of the previous steps, until there 3 entries in that list.
  • Increase the madness of each Fishing Contestant whose current cell is in the list of Disturbances by 1
  • If there are fewer than Quorum Fishing Holes on the Sea Chart, randomly select a non-Shore Cell. If this Cell is not already a Fishing Hole, it becomes a Fishing Hole with a Buildup of 0. Repeat this step until there are Quorum Fishing Holes.
  • Increase the Buildup of every non-Ocean Fishing Hole by 1 and every Ocean Fishing Hole by 2.
  • Roll a DICE24. Set the Next Disturbance to be the current date and time, plus 24 hours, plus a number of hours equal to the dice roll, rounded down to the nearest hour

While the Elder Judge Sights Disturbances, they are permitted to determine its random values secretly.

Madness

Each Fishing Contestant has a publicly tracked number named Madness that defaults to 0.

As a Fishing Action, a Fishing Contestant may perform Meditation, which is an atomic action where that Fishing Contestant may spend any positive amount of their Energy to reduce their Madness by the amount of Energy just spent and additionally spend any positive even amount of Doubloons to reduce their Madness by half the amount of Doubloons just spent, all to a minimum of 0 Madness. Meditation costs no Energy to perform, other than the Energy spent to reduce Madness as part of the action.

Whenever a Fishing Contestant has a Madness greater than 4, they are considered Mad, and they may not take any dynastic actions other than any of the following:

  • Rest
  • Meditation, except that Doubloons may not be spent
  • Sight Disturbances (if it would be allowed by the Disturbances rule if this Fishing Contestant was not Mad)
  • Moving the Beast (if it would be allowed by the Blackwater Beast rule if this Fishing Contestant was not Mad)
  • Diving for Treasure

Doubloons

Each Fishing Contestant has a nonnegative integer number of Doubloons which defaults to 10 and is publicly tracked.

Each Fishing Contestant has a Banked, which is a nonnegative integer, defaulting to 0, that is publicly tracked by putting it in parentheses next to that Fishing Contestant’s amount of Doubloons. As a Daily Action, a Fishing Contestant whose name is in a Shore Cell may perform a Transfer, which is an action in which they perform one of the following:

  • Lose a positive amount of their Doubloons that would set their Doubloons to no less than 0, and gain the same amount in their Banked
  • Lose a positive amount of their Banked that would set their Banked to no less than 0, and gain the same amount in their Doubloons

Any dynastic action other than Transfer which references or affects a Fishing Contestant’s Doubloons does not reference or affect their Banked.

Obelisks

Some actions are defined as Obelisk actions. These are Fishing actions, but have two additional requirements; for a Fishing Contestant to perform an Obelisk action, that Fishing Contestant must be in the same cell as a Basalt Obelisk, and as a cost of performing an Obelisk action, that Fishing Contestant must either pay 5 doubloons, or increase their madness by 3.

Churning the Waves is an Obelisk action. The Fishing Contest who performs it should, as an atomic action, clear the list of Disturbances and then Sight Disturbances. This is permitted to be done irrespective of the Next Disturbance time.

Churn the Skies is an Obelisk action. The Fishing Contest who performs it should, as an atomic action, generate a random direction for each Fishing Contestant other than themselves who is not in a Shore cell and a random number of 1-3 for each of those Fishing Contestants, and then move those Fishing Contestants that number of cells in that direction. If one of those moves would result in an illegal move, the fishing Contestant should be moved only as far as is legal (which may be 0 cells).

Churn the Mind is an Obelisk action. The Fishing Contest who performs it may, as a virtual action, be given a number of random letters of The Big One. The number of letters given is of their choice, and should be given in a random order. For every letter requested after the third, they must pay an additional 5 doubloons and increase their madness by 1. If more letters are requested than letters in The Big One, they receive all letters in The Big One.

Fishing Holes

Some Cells on the Sea Chart may be Fishing Holes. Fishing Holes have a publicly tracked integer Buildup tracked by adding the Buildup in parentheses next to the Cell’s label. By default, Cells are not Fishing Holes.

When a Fishing Contestant performs the Collect Catches action, then as part of that action they receive a number of catches equal to that Cell’s Buildup (in addition to any other catches they earn from that action), that Cell is no longer a Fishing Hole, and the indication of Buildup is removed from that Cell’s label.

Upgrades

Each Fishing Contestant may have a number of Upgrades. The name of each Upgrade which a Fishing Contestant has is publicly tracked.

Each Upgrade has a Name, an Effect, and possibly a Cost. The effect of an upgrade applies only to Fishing Contestants who have that upgrade. Each upgrade is listed as a sub rule to this rule, with the name of the Upgrade being the name of the sub rule and the cost (if it exists) and effect listed as the contents of the subrule.

If a Fishing Contestant’s location is the Shore then as a Fishing Action they may select an upgrade that has a cost which they do not already have and then spend the cost of that upgrade in Doubloons to acquire it.

Motor

Cost 13. Effect: When performing the speed calculations in ‘Fishing Contestant’, add 1

Catapult

Cost 5. Effect: When performing Fish Identification, you may submit two additional strings even if you are not in the Judge’s hut

Range Extender

Cost 8. Effect: You may perform Obelisk action when you are in a cell orthogonally adjacent to Basalt Obelisks

Mine

Cost 5. Effect: As a Fishing Action, you may remove Mine from your Upgrades and add a Mine to the same Cell that currently contains your name, but only if that Cell does not already contain a Mine and is a non-Shore Cell. A Mine in a Cell is considered a Hazard.

Blow Up is an atomic action with the following steps and where Victim is the Fishing Contestant that the action is being applied to:

  • Set the Victim’s Doubloons and Catches to 0.
  • Remove the Mine from the Victim’s current Cell.
  • Choose a random orthogonal direction.
  • Move the Victim 3 Cells away from the Cell currently containing their name in the direction chosen above. If one of those moves would result in an illegal move, the Victim should be moved only as far as is legal. If that would result in moving the Victim 0 Cells, repeat the previous step and this step.

Diving for Treasure

Each Fishing Contestant has publicly tracked nonnegative integer Depth (defaulting to 0) and integer Oxygen (defaulting to 20). When a Fishing Contestant’s Depth is set to 0, they first make any adjustments to their Oxygen and subsequently to their Madness per the rules, after which their Oxygen is set to 20. Whenever a Fishing Contestant’s Oxygen is changed, if it is below 0 after the change, that Fishing Contestant’s Madness is increased by 2. As a Daily Action, a Fishing Contestant may increase or decrease their Depth by any positive amount known as the Depth Change, as long as the resulting Depth is within the legal range for that Fishing Contestant, but when they do, they must also decrease their Oxygen by twice the value of (Depth Change - 1). If a Fishing Contestant with a Depth greater than 0 has not already done so since the last Sight Disturbances, they may take the “Diving for Treasure” action. Diving for Treasure is an atomic action with the following steps:

  • Randomly select one of the following outcomes: Breathe, Treasure, Anomaly, or Nothing.
  • If the outcome is Breathe: Reduce your Oxygen by your current Depth.
  • If the outcome is Treasure: Follow the instructions in the subrule Treasures corresponding to your current Depth, if such instructions exist.
  • If the outcome is Anomaly: Follow the instructions in the subrule Anomalies corresponding to your current Depth, if such instructions exist.
  • If you are Mad, set your Depth to 0 and your Oxygen to 20.

A Fishing Contestant’s Depth has a maximum value according to the Landmark of the Cell containing that Fishing Contestant’s name:

  • Shore: Maximum Depth is 0
  • Ocean: Maximum Depth is 100
  • All other Cells: Maximum Depth is 10

A Fishing Contestant’s name may not be moved to a new Cell if the maximum Depth for that Cell is less than that Fishing Contestant’s current Depth.

Artifacts

An Artifact has a Name, a Use, and an Effect. Each Fishing Contestant has a publicly-tracked Artifacts, which is a list containing 0 or more Artifacts, defaulting to an empty list.

If the Use of an Artifact contains an Action, a Fishing Contestant who has that Artifact in their Artifacts may perform that Action to apply the Effect of that Artifact. If the Use of an Artifact contains a Condition, every Fishing Contestant who satisfies that Condition and has that Artifact in their Artifacts must have that Artifact’s Effect applied to them by the Fishing Contestant or Elder Judge who performed the dynastic action that triggered the Condition. When the Effect of an Artifact is applied to a Fishing Contestant, as part of applying the Effect that Artifact must be removed from the Artifacts of that Fishing Contestant.

Artifacts
Name Use Effect
Atlantean Helm Condition: This Fishing Contestant is Affected by the Beast’s Bellow This Fishing Contestant is instead not Affected by the Beast’s Bellow
Twin Rune Pendant Action: Once at any time, select a Cell that this Fishing Contestant could legally occupy if they could move to it and that contains the name of another Fishing Contestant who could legally occupy the Cell containing this Fishing Contestant's name if the selected Fishing Contestant could move to it This Fishing Contestant swaps their name with the selected Fishing Contestant in the respective Cells containing their names
Seeding Rod Action: Perform Sight Disturbances once at any time When performing Sight Disturbances as part of using this Artifact, in the step of Sight Disturbances that begins with the text "If there are fewer than Quorum Fishing Holes", treat every instance of the word "Quorum" in that step as "Quorum multiplied by 3" when performing that step
Smooth Obsidian Stone Condition: This Fishing Contestant is Mad This Fishing Contestant's Madness is divided by 2, rounded down to the nearest integer
Aeolian Pouch Action: Choose any one Disturbance or Fishing Hole Move that Disturbance or Fishing Hole one orthogonal step on the Sea Chart
Merfolk Charm Condition: Your Oxygen would be changed to a negative value Your Oxygen is unchanged
Pearl of Wisdom Action: Initiate a virtual action As part of resolving that virtual action, the Elder Judge must privately communicate to you an example of a string that is In Season. This example should be different from all of the current Found Fish, the Big One, and any other examples sent to you as a result of previous uses of a Pearl of Wisdom

Treasures

When a Fishing Contestant who performs Diving for Treasure gets a result of Treasure, they may either

  • gain 1DICEN Doubloons where N is their current depth, OR
  • select the row from the table below where their Depth is within the numerical range of the Treasure Result column of that row, and then apply the Effect on that row to themselves:
Treasure Result Effect
1-3 Add the Aeolian Pouch to your Artifacts if you don't already have it
4-5 Add the Atlantean Helm to your Artifacts if you don't already have it
6-7 Add the Merfolk Charm to your Artifacts if you don't already have it
8-9 Add the Smooth Obsidian Stone to your Artifacts if you don't already have it
10 Add the Pearl of Wisdom to your Artifacts if you don't already have it
11 Add the Seeding Rod to your Artifacts if you don't already have it
12-14 Add the Twin Rune Pendant to your Artifacts if you don't already have it
15 or greater Choose any two of the above Effects

Anomalies

When a Fishing Contestant who performs Diving for Treasure gets a result of Anomaly, they roll DICEX, where X is the smaller of their current Depth or 20, select the row from the table below where the result of that roll is within the numerical range of the Anomaly Result column of that row, and then apply the Effect on that row to themselves:

Anomaly Result Effect
1-4 Subtract 2DICEN Doubloons, where N is the Anomaly Result just rolled, to a minimum of 0
5-8 Change your Diving for Treasure result to "Treasure" and follow the instructions in the Treasure subrule
9-12 Change the Blackwater Beast's Last Known Location to the same Cell that contains your name, then perform the Moving the Beast atomic action
13-15 Set your Depth to 0, then roll {A1,A8,F1,F8} and move your name in The Sea Chart to the Cell matching the result of that roll.
16-20 Roll a die whose faces have the names of all other Fishing Contestants, then swap your Catches with the Catches of that Fishing Contestant whose name matches the result of that roll


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’s 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 Elder Judge 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. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Elder Judge 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

Fishing Contestants 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 Fishing Contestant 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 Fishing Contestants (or people who are not yet Fishing Contestants) also face the same restrictions if they intend to become an active Fishing Contestant 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 Fishing Contestants 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 Elder Judge performs on behalf of a Fishing Contestant. A Fishing Contestant may initiate a virtual action by privately communicating to the Elder Judge their request to do so, along with any additional information needed to carry it out. The Elder Judge 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 Fishing Contestant.

If a Virtual Action fails, the Elder Judge should tell the Fishing Contestant 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 Elder Judge to do something they cannot do.
  • Any other reason specified by the action itself.

Except where otherwise stated by the ruleset, the Elder Judge 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. A Fishing Contestant may cancel a pending Virtual Action by privately communicating to the Elder Judge their request to do so.

Low-Player Mode

The Core Rule Dormancy is flavour text.

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 Fishing Contestant 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 Fishing Contestant 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 Fishing Contestant 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 Fishing Contestant 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 Fishing Contestants.
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 Fishing Contestant's Effective Vote Comment with respect to a given Votable Matter is that Fishing Contestant's Comment to that Votable Matter, if any, that contains that Fishing Contestant's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Fishing Contestant 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. Fishing Contestants , as well as people who are not Fishing Contestants 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 Fishing Contestants 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. Fishing Contestants 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 rules and Building Blocks explicitly mention (except for the FAQ, the 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.
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
Quorum
Quorum of a subset of Fishing Contestants is half the number of Fishing Contestants in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Fishing Contestants it is referring to, it is referring to a Quorum of all Fishing Contestants.
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.
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 Elder Judge.
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.
Seasonal Downtime
On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Fishing Contestants” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
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 Fishing Contestant 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 Fishing Contestant 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 Elder Judge to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Elder Judge 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 a Fishing Contestant’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 Fishing Contestant may correct the representations to comply with the Gamestate.

If a Fishing Contestant 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 Fishing Contestant, if doing so would not require the correcting Fishing Contestant to make any decisions on behalf of the original Fishing Contestant.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Fishing Contestants 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 Fishing Contestant 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 Fishing Contestant with such access. Only a Fishing Contestant with such access may Enact that Votable Matter. If that Votable Matter does not name a Fishing Contestant 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 Fishing Contestant making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Fishing Contestant 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 Fishing Contestant 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 Fishing Contestant performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Fishing Contestant 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 Fishing Contestant must redo the Atomic Action; for that purpose, the Fishing Contestant 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 Fishing Contestant 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 Fishing Contestant can spend or pay from only their own values, and a rule that allows Fishing Contestants to transfer or pay a numeric value to another Fishing Contestant only allows them to transfer that value from themselves to that other Fishing Contestant (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 Fishing Contestant 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 Fishing Contestants 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 Elder Judge (including secretly random selections), then that information may only be revealed by the Elder Judge when the ruleset allows it. If a Fishing Contestant should already know such a piece of information (in that the Elder Judge has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Elder Judge may repeat it to them.
  • A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.

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 Fishing Contestant 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), Fishing Contestants may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
  • If the Elder Judge has voted DEFERENTIAL on a Proposal, they are not considered to be a Fishing Contestant for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Fishing Contestants on the same Proposal are not considered to be valid, but the Fishing Contestants who made them still contribute to quorum

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 Fishing Contestant 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.
  • Fishing Contestants may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Fishing Contestants with the corresponding forms of the singular “they”.
  • A Fishing Contestant 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.
  • A Fishing Contestant may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.

Names

  • Within the Ruleset, a word only refers to the name of a Fishing Contestant if it is explicitly stated that it refers to a Fishing Contestant'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 Fishing Contestant's (or prospective Fishing Contestant's ) new name must be between 3 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:
  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 “Fishing Contestants may Kick each other” and “Fishing Contestants may not Kick each other on Tuesdays” exist, and it is Tuesday, Fishing Contestants 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 “Fishing Contestants may Punch a Spaceman on Friday” and “Fishing Contestants may not Punch Spacemen on Friday”, then Fishing Contestants may not Punch Spacemen on Friday).

Mentors

A Fishing Contestant may have another Fishing Contestant as a Mentor. Fishing Contestants 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 Fishing Contestant 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 Fishing Contestant requests a Mentor, or a new Fishing Contestant has joined the game and has no Mentor, the Elder Judge should select a Tenured Fishing Contestant and ask them to take that Fishing Contestant 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 Elder Judge should announce it in a blog post. The Elder Judge should take care to consider game balance when selecting a potential mentor.

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

If there is no Elder Judge, any Fishing Contestant who has been active in at least three previous dynasties may act as Elder Judge 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 Fishing Contestant 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 Fishing Contestants .
  • 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 “Fishing Contestant” and “Elder Judge”.

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

  • Fishing Contestant (Player)
  • Elder Judge (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.