Ruleset 27

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- Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Players must obey it. Rules 1-9 are the "core Ruleset", covering basic Player and proposal mechanics; Rules 10 onwards are those specific to the current round.

The Ruleset and Gamestate can only be changed when a Rule specifically permits their being changed. ("Gamestate" is defined as any information which the Ruleset regulates the alteration of, such as Player's names and the blog colour scheme.)

Spivak pronouns, as defined in the Glossary, shall be used throughout the Ruleset, whenever a Player is referred.

Admin Staff may correct obvious spelling and typographical mistakes in the Ruleset at any time.

- Players

Anybody may apply to join BlogNomic (if e is not already playing) by contacting any of the Admin Staff, specifying the name e wishes to use in the game and the URL or email address e wants eir name to link to in the Player roster. The Admin may choose to approve or reject this application; if it is approved, the applicant will be signed up as a Member of the BlogNomic weblog, and will be considered an Player from the moment that e first appears on the roster in the sidebar.

An Player may change eir name or eir sidebar link, or leave the game, at any time, by posting an entry to the BlogNomic weblog requesting such action.

Some Players are Admin Staff, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Players who wish to become Admin should sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their post by Proposal, CfJ or voluntary resignation.

Some Players are idle, and should be marked as such in the sidebar. For the purposes of rules other than 1 and 2, idle Players are not counted as Players. Admin may render an Player idle if that Player has failed to vote for more than a week, or if it has asked to become idle. Admins may un-idle an Player at eir request - the Player's personal gamestate retains the values it had immediately prior to eir idling.

A single person may not control more than one Player within BlogNomic. If anybody is suspected of controlling more than one Player, then a Proposal may be made to remove any number of such Player from the game, and to bar the perpetrator from rejoining.

- Proposals

Any Player may propose a change to the Ruleset or gamestate by posting an entry with the subject "Proposal : [Title]" (where [Title] is a title of eir choosing), and describes the changes e wishs to be made.

Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending.

No ostensible Proposal shall be legal if its posting leads to its poster having more than 2 Proposals pending. Furthermore, no Player may post more than 3 Proposals in the same day.

- Voting

Any Player may cast eir vote on a Pending Proposal by declaring it in the comments of the entry. Valid votes are FOR, AGAINST, and DEFERENTIAL, which must be represented by appropriate icons. If there exists more than one Vote from a single Player on a single Proposal, only the most recent of those Votes is counted. If an Player leaves the game or goes idle, eir Vote no longer counts.

A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the GM. The vote will count as the same as the GMs's vote. The GM cannot cast a vote of DEFERENTIAL. If there is no GM, a vote of DEFERENTIAL counts as an explicit vote of abstention.

If the Player who made a Proposal has not cast an explicit Vote on it, eir Vote is counted as FOR.

- Enactment

Quorum is equal to half the number of Players, rounded down, plus one.

If the oldest pending Proposal's FOR votes exceed or equal Quorum and that Proposal has been open for voting for at least 12 hours, or if it is more than 48 hours old and more than half of its votes are FOR, then any Admin Staff may mark that Proposal as Enacted, then update the Ruleset and/or Gamestate to include the specified effects of that Proposal.

If the oldest pending Proposal has enough AGAINST votes that it could not be Enacted without one of those votes being changed, or if all Players have voted on it and it still cannot be Enacted, or if the Player who proposed it has voted AGAINST it, or if it is more than 48 hours old and at least half of its votes are AGAINST, then any Admin Staff may mark that Proposal as Failed. When the proposer votes against eir own proposal, that vote may not be changed.

whenever an admin marks a proposal as enacted or failed e must report the following information on the proposal: 1) the final tally of for to against votes, or whether the proposal was self-killed or vetoed 2) the time of enactment or failure 3) the identity of the enacting or failing admin

- Calls for Judgment

If two or more Players actively disagree as to the interpretation of the Ruleset, or if an Player feels that an aspect of the game needs urgent attention, then any Player may raise a Call for Judgment by posting an anonymous entry (via the blogger account that is specifically designated for CFJs) which begins with the paragraph "Call for Judgment" in bold text, and goes on to describe the issue, and measures that should be taken to resolve it.

All Players may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a /Player's later votes overriding its earlier ones). CfJs continue until they reach a quorum of FOR votes, or until four days have passed. After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset should be amended as was specified. Otherwise, the CfJ fails and may have no further effect.

The name of the CFJ blogger account is: CallforJudgment? and it's password is: blognomic

- Gamestate Tracking

Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.blogspot.com. Any Player 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.

If nobody else has commented on it, an official post may be altered or removed; otherwise this can only be done as allowed by the ruleset. 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 formatted
[data]
, where [result] is one of enact, fail, veto, or other.

A non-official post may not through editing of the blog be changed into an official post.

Voting and comments are tracked by backblog, accessible through the link at the bottom of every post.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://kevan.org/generic?nomic=blog. Any Player may update any Player's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if an Player feels that an alteration goes against the Rules (as they were at the time of the alteration), e may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment should be raised.

Players shall be assigned a password for the GNDT when they join the Nomic.

- Dynasties

BlogNomic is divided into a number of Rounds, referred to as Dynasties.

Each Dynasty has a single GM and is named according to the number of times which that Player has been the GM (or GM equivalent) (eg. "The First Dynasty of Myke").

The GM has the following powers:

   * E may veto any Proposal; that Proposal immediately fails. (This veto may be contested with a CfJ if it is thought excessively unreasonable.)
   * E may change the BlogNomic header, the colour scheme and the VETO icon, whenever e likes. 

If there is no GM, any Player may propose a new header, color scheme, and/or VETO icon. If such a proposal passes, the changes will be made by any Admin.

A page of Dynasty Records are kept on a separate weblog, recording events that took place during past Dynasties, noting their themes, their GM or equivalent, interesting rules, large arguments, the winning move, etc. A Dynasty record must accurately reflect the Dynasty it refers to. Players may submit Dynasty Records to the GM.

- Victory and Ascension

If an Player believes that e has achieved victory as specified in the current ruleset, e may add a post to the Blognomic frontpage entitled 'Declaration of Victory', and a Hiatus begins. So long as the Hiatus is in effect, the only game actions that may be taken are those covered by rules 2, 6, and 9.

Every Player may respond to the Declaration of Victory saying whether e regards it as legal or illegal (using the FOR, AGAINST and DEFERENTIAL icons). If more than half of Player consider the win legal, then the poster of the Declaration is considered to have officially won the Dynasty - the Dynasty ends. If more than half consider it illegal, and if no CfJs remain pending, however, then the Hiatus ends and the current Dynasty continues. If no clear decision is reached after 24 hours, the GM may optionally step in and decide the win's legality.

At the winner's discretion, e may choose another active Player to be the GM for the next dynasty. This is known as Passing the Mantle. If the selected Player agrees, then all rights and responsibilities of the GM transfer to the selected Player. If the winner makes no mention of Passing the Mantle, it is assumed that the winner has decided to become the next GM

When a Dynasty has been won, all Players' GNDT stats are reset to zero or blank. Any Players who were idle throughout that Dynasty may be removed from the game, at the GMs's discretion.

The Hiatus then continues until the new GM posts an Ascension Address to the BlogNomic weblog - this should specify the GM's chosen theme for the new round, and may optionally include a proclamation that any number of Rules will be repealed (excluding Rules 1-9), and/or that the words "Player" and "GM" will be replaced with new theme-appropriate terms. If the new GM chooses not to repeal a rule with number over 9, e may also replace any keyword in those rules with a new theme-appropriate term. The remaining rules, after the new GMs's proclamation, shall be renumbered to keep a sequential progression. The new GM may also proclaim at the Ascension Address the veto of any Pending Proposals.

Upon posting this Address, and having made the Ruleset changes, the Hiatus period ends and the new Dynasty commences.

The GM may not declare victory in eir own dynasty.

- Games

A Player may play up to one Game at a time. The Game a Player is currently playing is shown in the GNDT. While playing that Game, e must abide by the rules of that Game.

If a Player is not currently playing a Game, e may make a post to the blog (called a Starting Post) in the format "Starting a Game of XXXX" where XXXX is the name of a Game in the List of Games. For 24 hours after the Starting Post has been posted, other Players (provided they are not currently playing a Game and have not responded to any other pending Starting Posts in the following format) may respond to the Starting Post with a comment stating "I'd like to play XXXX too".

After 24 hours have passed since the posting of the Starting Post, if at least the Minimum Number of Players for the Game in question have responded to it, then the first X responders (where X is the Maximum Number of Players for the Game in Question) must have their Game GNDT listing set to the Game of the Starting Post, and are now considered to be Playing it.

If, however, after 24 hours, the Minimum Number of Players have not responded to the Starting Post, then it is assumed that nobody really wants to play that game, and the poster of the Starting Post loses 2 Kudos.

A player may stop playing a Game at any time; if, however, the Game has not Ended, that player is considered a poor sport and loses 3 Kudos. If 24 hours have passed since the last action took place in a Game instance, that instance is considered Stalled and Players may stop playing without the loss of any Kudos. When a Game Ends (as described in the rules of that Game) all Winners of that Game gain 5 Kudos.

A Multi-Player Game is any Game which has a Maximum Number of Players greater than 1.

When a Player makes a Starting Post, and the game the Player is proposing to start is a Multi-Player Game, then the Player must denote in the starting post a unique Game Identifier. This Game Identifier must not be the same as the Game Identifier for any Game that is being played at the time of the posting. A Game Identifier cannot be the same as the Name of any Game, nor the name of any Player. If the Starting Post results in the commencement of a Game, then the Game GNDT of all the Players who are Playing the game must list the Game Identifier (in addition to the Name of the Game). A Game Name and a Game Identifier define a Game Instance.

Unless explicitly stated otherwise, the rules of a Game apply only to a particular Game Instance.


Add games as they are invented by proposal in the following format: Game Title (Minimum Number of Players - Maximum Number of Players) Rules Generic lucky game (2-12) This game is set up in such a manner that each player has very little control over how they do in the game (consider such games as Life and Candyland). Each player in the game, once the game has commenced, must roll DICE100 within 26 hours, if they do not then eir roll shall be considered to be zero. After each player has rolled, the game ends. The player with the highest dice roll Wins the game, and therefore gains five Kudos, and the player with the lowest dice roll loses four Kudos. In the event of a tie, all players concerned are subject to the same effects.

Slots (1-1) A player may play this game for as long as e likes, once e begins, ending the game at any time after e has played at least one round. Each round consists of the player making a comment in the GNDT with a whole number no greater than eir current Kudos, and FRUIT. If the FRUIT comes up BAR, e gains twice the number e posted in kudos. If it comes up CHERRY, e gains the number e posted in kudos. Otherwise, e loses the number e posted in kudos. Note that this game has no winner, so the player does not gain 5 Kudos automatically. Shootout (5-20)

1. The turn order for Shootout is determined by the timestamp order of the responses to the Starting Post, starting with the first responder. Once the last responder has taken eir turn, the first responder takes eir second turn, and so forth. Dead Players are skipped in the turn order. 2. When the Game of Shootout commences, each Player must respond to eir response to the Starting Post with an integer value from 1 to 20. This value is called that Player's Accuracy. No further actions in the game of Shootout may be taken until all Players have chosen their Accuracies. Accuracies may not be changed once chosen. 3. As soon as all Players have chosen their Accuracies, the first Player may take eir Turn. The Player whose turn it is is called the Shooter. A Player may only take one Turn at a time, and must wait for all other living Players to take their Turns before e can take another. A Turn consists of making a comment in the GNDT in the following format: "Shooting XXXX: DICE20" where XXXX is the name of another Player in the same Game of Shootout. If the DICE20 result is less than or equal to the Shooter's Accuracy, then the target is hit and becomes Dead, and the Shooter must make a comment to the Starting Post of the Game in the format "I Shot XXXX and killed em". If, however, the DICE20 result is greater than the Shooter's Accuracy, then the Shooter must make a comment to the Starting Post of the Game in the format "I Shot at XXXX and missed. Phooey!" XXXX is still the name of the Shooter's Target. After this comment is made, the next Player in the Turn order may take eir turn. = 4. When a Player becomes Dead, e may quit the game of Shootout at any time, without the normal penalty for bad Sportsmanship. 5. The game ends when only one Player is not Dead. That Player is the Winner. Poker-ish 2-4 At the commencement of a game of Poker, all players must discard all the cards from their hand. Any cards they gain from thereon in are kept secret; cards may not be drawn in the conventional way, but instead must be requested from the GM. Once e has an analogous request from all remaining players, e shall randomly generate the appropriate number of cards and apportion them according to eir own logic. The GM is expected to keep track of cards apportioned in this manner, for later corroboration if necessary.

Additionally, they must make a stake of Kudos in their initial response. Each player must have enough Kudos to cover their stake throughout; if ever their stake exceeds their Kudos total, they are busted and must fold. Each time a player gains a card, that player must either raise their stake or fold, forfeiting their existing stake but exiting the game. If all player but one have folded before the game reaches five hands, that player wins.

When all players have five cards, they must reveal their hands. The player with the highest-scoring hand wins, and may claim the Kudos stakes of all other players. In all cases, a ‘pure’ hand – a hand that contains only conventional cards – wins over a hand of a similar set but consisting of non-conventional cards. A list of scoring hands appears below, in descending order of rank:

   * Royal flush: An Ace-high straight flush.
   * Straight flush: Five cards in sequence and of the same suit. Example: QD JD 10D 9D 8D Must consist of conventional cards.
   * Four of a kind: A hand with four cards of the same rank. Example: 4S 4D 4H 4C 9H May alternatively contain 4 non-conventional cards with a uniting feature from the same source, e.g. 4 Monopoly Title Deeds
   * Full house: A hand with three cards of one rank and two of another. Example: 8S 8D 8C KH KC May consist, wholly or partly, of sets with some common link from a non-conventional source e.g. 2 Earth cards from Magic The Gathering, 3 Gun cards from Risk, 2 members of the Bun the Baker family from Happy Families
   * Flush: Five cards of the same suit. Example: KC JC 8C 4C 3C May consist of 5 non-conventional cards from the same source
   * Straight: Five cards in sequence. (The ace can be considered higher than the king, or lower than the two.) Example: 5D 4H 3C 2D AD Can be supplemented with non-conventional cards, so long as they display the required number in a game-mechanic proscribed way
   * Three of a kind: Three cards of the same rank. Example: 7S 7H 7C KD 2C May consist of 3 non-conventional cards from the same source
   * Two pair: Two cards of one rank, two of another. Example: AS AD 8H 8C QC Can be supplemented with pairs of non-conventional cards from the same source
   * One pair: Two cards of the same rank. Example: 9H 9C AS JC 4H May consist of 2 non-conventional cards from the same source
   * No pair: Also known as a high card hand. The following example is considered "Ace high." Example: AD 10D 9C 5S 4S Non-conventional cards may never be the high card. If no conventional card is present then this hand automatically comes last.
   * The Worst Hand In Existence, Ever: If a player has, after their second draw, a 2 of any suit and a receipt for a box of tampons, they must fold, but may gain 10 Kudos for having had the Worst Poker Hand Ever. 

Mornington Crescent (3-6)

The rules are the same as the standard Mornington Crescent American Eastern Tourney Rules (Sunday Edition) with Mortimer's Variations applied to end game circuits with the exception of Kings Cross. Further, players may not join in double-play unless two players have turned the marquis on the previous turn and a third play is in knid, unless of course Dollis Hills has been named frontstop by the moderator after a shift play. Scrabbliator (2-12) "Roman Characters battle to the death!"

Starting with the final Player to respond to the Starting Post and proceeding in reverse order to the first, each Player adds a comment with a selection of two Letters that haven't yet been selected in this instance of the Game. One of these Letters must be designated as eir Attack Letter and the other as eir Defense Letter.

The Letters have a Power associated with them corresponding to the Scrabble value of that letter (A-1, B-3, C-3, D-2, E-1, F-4, G-2, H-4, I-1, J-8, K-5, L-1, M-3, N-1, O-1, P-3, Q-10, R-1, S-1, T-1, U-1, V-4, W-4, X-8, Y-4, Z-10).

After the setup is done, with every official post which isn't authored by a Scrabbliator Player, a round of the Game is resolved:

1. Count the occurances of each Attack and Defense Letter in the title of the official post, after stripping out the stock required text, such as "Proposal".

2. Every Scrabbliator Player takes 1 Wound for each occurance of an Attack Letter multiplied by its Power, except for the Player who selected that Letter.

3. Every Scrabbliator Player then reduces the number of Wounds e took, by the number of occurances of eir Defense Letter, multiplied by its Power.

4. Players who have taken a net positive amount of Wounds in the round, Die and quit the game, without a penalty for Bad Sportmanship.

Rounds continue until there is one or fewer players of Scrabbliator left, at which point the game Ends. If there is one player left, e is the Winner and gets an additional bonus of 1 Kudo for each player who died during that instance of Scrabbliator.

- Piles of Games

There is a page on the blognomic wiki called GamePile which tracks information about each Game, as follows:

Game Owner is the name of the Player whose proposal created the Game.

Popularity is the number of times the Game has been played. This must be incremented by one when the Game is Ended. Until this has been done, Players who last played the Game may not respond to or post any Starting Posts, nor can that Game be the subject of a Starting Post.

- Rules are Rules

Game rules have no effect outside of the Game Instance they are in.

- Cards

The cards currently in use are found in the BlogNomic Wiki. The cards are sorted in pages entitled ‘Card#’, where # is unique to each card.

Once per day, provided that no other player has done so, a player may add a new card to the wiki. The page created must follow the format of ‘Cardx’, where the number is the number of the highest existing card +1. Cards need not necessarily be from the conventional deck of 52 – so long as it is provably used in a game of some description it may be added as a card. For the purposes of this ruleset, “Conventional” cards must bear a number from 1-10, or be a Jack, Queen or King; and they must be in one of four suits, either Hearts, Diamonds, Spades or Clubs.

Whenever a player wins Kudos from a game, they may draw a card by making a comment to the GNDT of “Drawing a card: DICEy”, where y is the total number of existing cards in the Wiki. The resulting number is the card that the player draws. Each players cards are tracked in the GNDT.

A player may have no more than 10 cards in eir possession. If they have drawn a card that would take them over this limit, they may chose to discard an existing card in its favour; if not they must forfeit the drawn card.

- Beverages

There is a bar at the party.

The bevarages possessed by any player or the bar are tracked in the GNDT in a field named Drink. Entries in the Drink field are of the form of a list separated by commas. Entries are in the following form “#: Name (form)” where “#” is the number of bevarages of a particular kind that are in the possession of the player or bar “Name” is the type of bevarage and “form” is the nature of the vessel containing the bevarage. The possible forms are: bottle, highball, martini glass, shot glass, coconut. Players can not possess more than 2 drinks at a time.

If e is not playing a game, any player may at any time take any drink that is at the bar by decreasing the number in that drink’s entry in the Drink field of the bar by one and either:

(i) adding an entry of the form “1:Name (form)” to eir Drink field where “Name” and “form” are the same as those of the entry the number of which was decreased in the drink field of the bar, or

(ii) if there is already an entry of the form “#:Name (form)” in eir drink field where “Name” and “form” are the same as those of the entry the number of which was decreased in the drink field of the bar, increasing the number before that entry in eir own Drink field by 1

Any entry that begins with the number 0 may be deleted at any time.

The % BAC field tracks a player’s blood alcohol content. It is a value between 0.0 and 1.0. Any player may consume a beverage in eir possession at any time by reducing the number in the entry for that drink in eir drink field by 1 and adding 0.3 to their % BAC. A player may often subtract 0.1 from their % BAC. Players with % BAC levels higher than certain values suffer penalties:

% BAC greater than 0.1- Can not go on a beer run % BAC greater than 0.3- Can not play games. % BAC greater than 0.4- Can not vote except deferential. % BAC greater than 0.5- Can not take any game action except subtracting from eir % BAC

Any player who is not playing a game as defined by rule 10 may go on a “beer run”. A player who wishes to go on a beer run must make a post to the front page of blognomic with the words “going on a beer run” in the title. A beer run lasts 12 hours. A player on a beer run may not make proposals, vote, or declare victory. At the end of a beer run, the player my add to the stock of the bar one of the following: 3 beverages of the form “coconut”, 6 beverages of the form “bottle”, 12 beverages of the form “highball”, 15 beverages of the form “martini glass” or 25 beverages of the form “shot glass”. All bevarages added to the bar after a beer run must have the same name, but the player who went on the beer run may choose that name. The names of players on beer run is tracked in the sidebar. Any player who adds to the stock of the bar when there are no beverages in the drinks field of the bar may add 5 to their Kudos

If at any time there is are no beverages in the bar’s drinks field, any player may force the player with the lowest Kudos who is able to go on a beer run, to go on a beer run, so long as no more than 2 other players are currently on a beer run, by making a post to the front page of blognomic with the words “[player] the bar is dry”, where [player] is the name of the player with the lowest Kudos. If players are tied for the lowest Kudos, the posting player may choose the name of any of the players with the lowest Kudos. Any player who is forced on beer run may add 7 to their Kudos when they return.

For each drink a player consumes, ey gain one kudo, so long as eir %BAC after consuming the beverage is less than 0.5

98 - The Switch

BlogNomic is preparing to migrate from Blog*Spot to its own webspace at BlogNomic.com. The Switch will involve game actions and rule changes other than those allowed by the Ruleset. These will be documented and planned by The Switch Document at http://blognomic.com/switch/ . The Switch Document takes precedence over the Ruleset in all matters related to The Switch.

This rule may not be repealed or amended until The Switch Document explicitly allows it.

99 - Glossary

This Rule is always at the end of the Ruleset. Its only effect can be to clarify ambiguity.

   * It is noted that where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their writer a banana when enacted would not earn a banana for its own writer, when enacted).
   * Rules which trigger on Enactment or Failure of a Proposal are the responsibility of the acting Admin, who is responsible to check if Quorum is met at the moment of the Enactment.
   * Appropriate Icons: For use in voting, a check box shall represent a vote FOR, an X shall represent a vote AGAINST, an I shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently ) shall represent the Imperial Veto.
   * The "subject" of a blog entry is the first and only sentence in the Title of an entry. Any entry that does not have exactly one subject is not valid.
   * "Posts" and "comments" refer only to those made to the BlogNomic weblog at blognomic.blogspot.com.
   * A keyword defined by a rule supersedes the normal english usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying "Bananas are Blue" cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying "every day is Sunday" will be overruled by the glossary entry above.)
   * Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and any action that would set those values below zero instead sets them to zero. Any situation which would require a roll of DiceX? when X is zero or lower always yields a value of 0 unless stated otherwise.
   * The Spivak pronouns used in Blognomic are: Subject case: “e”; Object case: “em”, Possessive Adjective case: “eir”, Possessive Pronoun case: “eirs”, Reflexive case: “emself”.
   * Superficial differences between the spelling of geographic versions of English, e.g, British English, American English, Australian English shall be construed as irrelevant for the purposes of play. 

Typographic Conventions

   * Italicized text is not considered part of the ruleset and may be used to clarify rules with examples, notes and flavor text. 

Timespans

   * References to "a day" (as an entity rather than a duration, eg. "Sunday") refer to that day in the timezone of the BlogNomic blog, which is considered to be GMT for all purposes.
   * References to a "week" refer to the period of time between the start of a Monday and the end of the following Sunday.
   * 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.
   * An action which may be taken 'often' may be taken once per day, but not more than once every six hours.
   * An action which may be taken 'occasionally' may be taken once per week, but not more than once per twenty-four hours.