Ruleset 240
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Innies 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.
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.
The gamestate tracking page for this dynasty is the The Ledger of Progress page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
Innies
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.
Idle Innies
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.
When a Innie is made Active, 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 Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.
When a Innie becomes idle due to inactivity, 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 Innie during the current and subsequent dynasty.
Dormancy
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.
Recusants
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, 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 Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
If the game is in an Interregnum and the Board has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus. If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.
Each Dynasty is tracked by a number. The current Dynasty Number is 240.
The following Innie is the Board: "Clucky".
Votable Matters
A Votable Matter is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Votes
Each Innie 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 Innie‘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-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board 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 Board’s Vote for the purposes of other rules unless otherwise specified. When the Board 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 Innies 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 Innie may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).
Special Proposal Voting
When a Innie 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 Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board 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 24 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, Innie 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 Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie 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 does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify 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 Innie (other than the Board) 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 Innie’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 Innie 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 FOR Vote from every Innie.
- It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.
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 Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. 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 Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’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 Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board 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 Board or any Innie (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:
- Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)
- Increase the current Dynasty Number by 1
- 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. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number
- Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
- Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.
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 Innie’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. Innies 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 Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.
- A Innie 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 Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
- A Innie should not edit their own blog comments once posted, nor those of any other Innie.
- A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.
- A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Innie 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 Innie 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 Innie must use their own name in the Dice Roller, when rolling dice.
- A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.
- A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.
- A Innie 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 Innie or Innies 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 Innies and idle Innies 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 Innies are encouraged to commit to upholding them to whatever extent is possible.
Dynastic Rules
Departments
A Department has the following publicly tracked properties:
- Name (a flavor text string)
- Quota (a non-negative integer with a default value of 10)
- Innies (a list of Innies currently assigned to the Department)
The names of the Departments are:
- Index Correlation
- Temporal Assurance
- Lexical Adjustment
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.
Temporal Assurance
There exists a Pending Temporal Event, which has a publicly tracked date & time, and a publicly tracked status which is either Processed or Unprocessed.
If the Pending Temporal Event is Processed, any Innie in the Department of Temporal Assurance, or the Board, may Run the Numbers. This is an atomic action with the following steps:
- Set the Pending Temporal Event to Unprocessed.
- Add DICE47+48 hours to the current time, rounding up to the closest hour, to get a future date and time. Save that as the Pending Temporal Event date and time.
- Change the Pending Temporal Event time's minutes value to the result of a DICE60.
If the Pending Temporal Event is Unprocessed, and is either fewer than 5 minutes in the future or is in the past, any Innie in the Department of Temporal Assurance may Process the Temporal Event. This is an atomic action with the following steps:
- Set the Pending Temporal Event to Processed.
- According to the time that the previous step was completed:
- If the Pending Temporal Event was set to processed within 5 minutes (before or after) the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 4, to a minimum of 0.
- Otherwise, if the Pending Temporal Event was set to processed within half an hour of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 2, to a minimum of 0.
- Otherwise, if the Pending Temporal Event was set to processed within four hours of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 1, to a minimum of 0.
- Otherwise the Department of Temporal Assurance does not reduce their quota.
Index Correlation
Each Innie has a Guidance Index, privately tracked by the Board, which is a number that is at least 0 and defaults to 0. If they have not done so since the last Correlation Tally was performed (or since the beginning of the dynasty if a Correlation Tally has never been performed in this dynasty), as a Virtual Action an Innie in the Department of Index Correlation can set their Guidance Index.
The Performance Index is the mean of all Innies' Evaluation Point, rounded down to the nearest integer.
Correlation Day is a date privately tracked by the Board that is September 10 2025 by default. If the current date is on or after the Correlation Day 00:00 UTC, at their earliest convenience the Board should perform the Correlation Tally, which is an atomic action with the following steps:
- If at least 50% (rounded down) of the Innies in the Department of Index Correlation have a Guidance Index that is non-zero, reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.
- If all Innies in the Department of Index Correlation have a Guidance Index that is non-zero, reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.
- For each Innie in the Department of Index Correlation that has a non-zero Guidance Index that is between the Performance Index +- 2 (inclusive), reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.
- Set each Innie's Guidance Index to 0.
- Privately randomly roll DICE3 + 2, and add the result in days to the Correlation Day.
- Make a blog post in the Story Post category indicating that a Correlation Tally has been performed.
The Water Cooler
Innies who are part of the same Department as each other may communicate as if the rule No Private Communications was not in effect, provided that all of the following criteria are satisfied during such communications:
- All Innies in that Department, as well as The Board, must be included in each communication (e.g. Discord DM group or blog message receipients).
- If an Innie is removed from or added to that Department, any communication group used by any Innies from that Department prior to that point must no longer be used (e.g. prior Discord DM groups or blog message threads).
Lexical Adjustment
As a daily action, the Board should set a new Word of the Day, which may be any English word of three or more syllables. The current Word of the Day is publicly tracked, and defaults to Abacus.
As a daily action, an Innie in the department of Lexical Adjustment may decrease the quota of their department by 1 so long as they have used the Word of the Day correctly in an Official Post, or as a comment of an Official Post, within the last hour. To have used it correctly, it must be part of a valid sentence and must not simply a sentence commenting on the word itself (e.g. a comment of “Abacus has 6 letters” would not be valid), though it is not required to fit in the context of the other sentences of the post or comment.
Perks
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:
- Name (flavor text)
- Description (flavor text)
- Effect (a mechanical effect)
Perks are publicly tracked.
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.
The current list of available Perks is:
- Finger Trap
- Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.
- Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.
- Specialised Algorithm
- Description: A floppy disk contains algorithms designed to do one, and only one, task. The ever varying nature of their work ensures it never stays useful for long.
- Effect: The innie who holds this perk may at any time reduce either their Department’s quota by 2, or a project’s goal by 2. When this effect is used, the Perk is removed from that Innie.
- Recognition of the Board
- Description: A certificate with a gold stamp on it, recognising an Innie’s great feats.
- Effect: The innie who holds this perk is always classed as a star employee, and never a slacker.
- Churro Party
- Description: The Innie who is granted a Churro Party is show to a private room with a plate full of churros to eat without interruption.
- Effect: The maximum Work Ethic of the Innie who holds this Perk is increased by 1 for as long as they hold this Perk.
As a Daily Action, an Innie may choose to transfer a Perk they own to another Innie within their Department. When they do so, they must increase the Goal of one of their Department’s current Projects by one.
Employees
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.
As a daily action, an Innie may set their Work Ethic to any legal value.
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.
Each Innie has a publicly tracked “Double Shift” that is either True or False and defaults to False. If every Innie in the same Department has a Double Shift of True, each Innie’s Work Ethic in that Department is a number between 1 and 9 inclusive, and the maximum value they can have for their Work Ethic is 9 minus their Stress to a minimum of 1.
As a Daily Action, an Innie may peform the Double Option, which is an atomic action in which only one of the following at that Innie’s choosing is performed:
- Set their Double Shift to True, increase their Stress by 1, and if the criteria for the Double Up action is met then perform that action.
- Set their Double Shift to False, and for each Innie in the same Department as that Innie (including themselves), if their Work Ethic is higher than the legal value, set it to the highest legal value.
Projects
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.
If at any time a Department with a Project has Progress equal to or more than the Goal, any Innie (or the Board) may remove the project, apply the Project Reward to the Innies in said Department, and decrement the Department’s Quota by 1. Then, if the Department has no assigned Project, add a new Project to the list (which must be Company Dedication Training if that Department is Struggling) and assign the created Project to the aforementioned Department.
Double Up is an atomic action where, if all Innies in the same Department have a Double Shift of True, and if that Department only has one Project assigned to it, a new Project is added to the list and assigned to that Department. Double Up may only be performed when allowed or required by a rule.
Special Projects
There exist Special Projects, which are Projects. All types of Special Project are found in the Special Projects table in this rule. When a Special Project of a given type is created, the Goal and Project Reward are to be taken from the respective columns of the relevant row of the Special Projects table, rather than being the normal Project defaults.
| Special Project | Goal text | Project Reward |
|---|---|---|
| Team Bonding Exercise | 10 | Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point. |
| Cross-Team Box Ticking Exercise | 5 | Each Innie in the Department that completed this project gains 2 Evaluation Point. |
| Develop Automation | 10 | Each Innie in the Department that completed this project gets one Specialised Algorithms perk and 2 Evaluation Points. |
| Flagship Project | 50 | Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points. |
| Company Dedication Training | 10 | Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 |
Overtime
As a Daily Action, an Innie whose Work Ethic is greater than 1 may choose to Work Overtime, which is an atomic action with the following steps:
- Increase the Progress of one of the Projects assigned to that Innie’s Department by 1.
- Increase that Innie’s Stress by 1, adjusting their Work Ethic accordingly.
Workplace Code of Conduct
There exists a number of Workplace Codes. An Innie who fails to obey any of the Workplace Codes during this Dynasty may expect to be reprimanded by the Board.
The Workplace Codes are:
- Innies should not say anything negative about the Board
- Innies should not take any action to harm their own department*
Each Innie has a publicly tracked number of Reprimands, which defaults to 0
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Code and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.
For determining if an action violated the workplace code, the part of the workplace code being violated must have been part of the workplace code when the action occurred.
Items in the Workplace Codes which end in a * are considered to be Internal Codes. An Innie may only file a report about an infraction of a Internal Workplace Code if the reporter and the accused are part of the same department
The Board Has Mercy
A Innie may, as a Weekly Action, reduce their Reprimands by 1, roll a DICE3, and increase their Stress by 1 unless the result was 1.
Performance Cycles
A single round of the game is known as a Performance Cycle. When one or more Departments’ Quota has been 0 for at least 24 hours, the current Performance Cycle ends. Any Department with a Quota of 0 has Met its Quota. Any Department with a non-zero Quota has Failed its Quota by X, where X is its current Quota. When a Performance Cycle ends, the Board shall perform the Performance Review atomic action with the following steps:
- Quota Evaluation: For each Department, determine whether it has Met or Failed its Quota for this Performance Cycle.
- Reassign Work: For each Department that has Failed its Quota, the Board should assign one Project assigned to that Department to a Department that has Met its Quota, and if that Department that Failed its Quota has no Project currently assigned to it, create a new default Project and assign it to that Department that Failed its Quota.
- Improvement Needed: For each Department with the highest Failed Quota, increase the Reprimands of each Innie in that Department by 1.
- Personal Improvement Plan: For each Innie with one or more Reprimands, increase the Stress of that Innie by their number of Reprimands.
- Retraining: For each Slacker that has 2 or more Evaluation Point, decrease their Evaluation Point by 2. Then decrease their Stress by 1, to a minimum of 0.
- Recognise Success: If there is at least one Department with a Quota of at least 5, the Department(s) that Met their Quotas are said to be Department of the Month, and the Innies in those Departments that met their Quota gain the Churro Party perk.
- New Cycle: Set each Department's Quota to 10.
- Document Performance: Make a Story Post summarizing the results of the action.
Shared Workspaces
Each Innie has a Desk Drawer, which is privately tracked by the Board and may be either empty or contain a string of between 5-50 characters that is considered flavour text, defaulting to empty. When not empty, the allowed characters in a Desk Drawer are the 26 letters of the Latin alphabet, numbers, underscores, hyphens, spaces, and full stops. At any time as a Virtual Action, an Innie may set the contents of their Desk Drawer to empty.
As a Daily Virtual Action called a Secret Drop, an Innie may add a string of their choosing, provided that string is legal for the contents of a Desk Drawer, to another Innie's Desk Drawer, known as the Target Drawer in that instance of that action, provided that Target Drawer has not been part of a Secret Drop action from that Innie in the past 72 hours. If the result of that action would cause the contents of the Target Drawer to be illegal, the action fails.
As a Daily Action known as a Drawer Check, the Board should perform the following steps as an atomic action:
- Resolve all pending Secret Drops in the order in which they were received, appending the string requested in each Secret Drop to the contents of that Target Drawer of that Secret Drop if doing so would not cause that Target Drawer's contents to be illegal.
- For each Innie whose Desk Drawer has changed due to resolving the Secret Drops in this instance of the Drawer Check, privately message that Innie with the current contents of their Desk Drawer.
The Board should not resolve any Secret Drops except when a Drawer Check is performed.
Suggestion Box
The Suggestion Box is a privately tracked list of Suggestions, each of which is flavor text.
As a Daily Virtual Action, an Innie may submit a Suggestion to the Suggestion Box by privately messaging its contents to the Board.
As a Daily Action, the Board may choose up to one Suggestion per Department from the Suggestion Box to address. To do so, the Board makes a Story Post titled “Suggestion Review” that includes the selected Suggestions and an official response to each. Any suggestion that has been responded to in a Suggestion Review post is an Addressed Suggestion.
If an Addressed Suggestion is a complaint against the Board then the Innie who authored it may immediately reduce their Stress by 1.
Addressed Suggestions are then removed from the Suggestion Box.
The Board may additionally act upon the content of a Suggestion if they are permitted to do so by the Dynastic Ruleset.
Promotion
Each Innie that has an Evaluation Point greater than 0 also has a publicly tracked number named Low Range, a publicly tracked number named High Range, and a Decline that is either True or False and defaults to False. The Low Range, High Range, and Decline of all Innies with an Evalaution Point greater than 0 is publicly tracked in a separate table known as the Promotion Range where the rows of the table are alphabetically sorted by Innie name in ascending order.
The Innie in the first row of the Promotion Range has a Low Range of 1 and a High Range equal to their current Evaluation Point. The Innie in every subsequent row of the Promotion Range after the first row has a Low Range equal to 1 plus the High Range of the Innie preceding them, and a High Range equal to that Innie’s current Evaluation Point plus the High Range of the Innie preceding them.
As a Daily Action an Innie may set their Decline to any legal value.
At any time on or after September 24 2025 00:00 UTC, any Innie or the Board may perform Promotion, which is an atomic action with the following steps:
- Roll DICEX, where X equals the High Range of the Innie in the last row of the Promotion Range. The result of this roll is the Board’s Chosen.
- Select the Innie from the Promotion Range where the Board’s Chosen is between that Innie’s Low Range and High Range inclusive.
- If that selected Innie’s Decline is True, repeat the above steps starting with the first step.
- Make a Story Post detailing the result of the Board’s Chosen and the name of that selected Innie. That selected Innie has achieved victory.
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 Board 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.
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the Building Blocks page of the wiki.
No Private Communication
Innies 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 Innie 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 Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie 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 privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.
Bounties
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.
Reinitialisation
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.
Virtual Actions
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:
- Determine whether the Virtual Action fails (if it does not fail, it is successful).
- If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.
If a Virtual Action fails, the Board should tell the Innie 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 Board to do something they cannot do.
- Any other reason specified by the action itself.
- Except where otherwise stated by the ruleset, the Board 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 Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.
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 Innie 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 Innie 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 Innie 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 Innie 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 Innies.
- 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 only 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.
- Dynastic Variable
- A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)
- Effective Vote Comment (EVC)
- A Innie's Effective Vote Comment with respect to a given Votable Matter is that Innie's Comment to that Votable Matter, if any, that contains that Innie's Vote on that Votable Matter.
- Commentary
- When posting a blog entry, a Innie 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. Innies , as well as people who are not Innies 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 Innies 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. Innies 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 unless a core rule permits doing so for that type of Hiatus. 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 Innies is half the number of Innies in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.
- Reject
- To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.
- 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.
- Revert
- To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.
- 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 Board.
- 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 “Innies” 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.
- Title
- The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.
- Uphold
- To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.
- 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 Innie 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 only be altered by its author 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.
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.
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 voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board 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.
Date and Time Tracking
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:
- If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.
- If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).
Representations of the Gamestate
If authorised by the rules as a result of a Innie’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 Innie may correct the representations to comply with the Gamestate.
If a Innie 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 Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies 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. Unless the rule defining the action specifies otherwise, this occurrence is 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 Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
Imperial Tracking
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.
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 Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie 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 Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform. If a selection is explicitly specified as being “secretly” random, the Innie 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 Innie 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 or 72 hours have passed.
- If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
- If a Innie 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 Innie must redo the Atomic Action; for that purpose, the Innie 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 Innie 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 Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (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 Innie 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), false (for variables or states that may only be either true or false), 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 Innies 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 Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.
- 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 (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate 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 Innie 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 may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, 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), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
- If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.
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 Innie 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.
- Innies may correct obvious spelling, punctuation, typographical, and/or formatting 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 Innies with the corresponding forms of the singular ‘they’.
- A Innie 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 Innie 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 Innie if it is explicitly stated that it refers to a Innie'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 Innie's (or prospective Innie'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. A Innie’s name may only be changed as a result of a Proposal approving the change.
Prioritisation
- If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
- The Appendix has precedence over any other Rule;
- If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
- If a 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;
- If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);
- If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).
- This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
Mentors
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, 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 Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, 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 Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie 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 Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board 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 Innie 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 Innies .
- 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 “Innie” and “Board”.
Each term in this list is synonymous with the term in parentheses
- Innie (Player)
- Board (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.