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Ruleset 28

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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 Players' 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.


Anybody may apply to join BlogNomic (if e is not already playing) by registering at via the Register link in the sidebar, and then making a post announcing eir arrival. An Admin will add em to the roster in the sidebar, at which moment e becomes a Player.

A Player may change eir name or eir sidebar link by editing eir profile. E may leave the game 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 a 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 Players from the game, and to bar the perpetrator from rejoining.


Any Player may propose a change to the Ruleset or gamestate by posting an entry in the "Proposal" category that describes the changes e wishes 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.


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 a 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 Emperor. The vote will count as the same as the Emperor's vote. The Emperor cannot cast a vote of DEFERENTIAL. If there is no Emperor, 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.


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 a Player feels that an aspect of the game needs urgent attention, then any Player may raise a Call for Judgment by posting an entry in the "Call for Judgment" category . If the Player wishes, e may post anonymously by choosing "Call for Judgment" from the Author drop-down menu on the OPTIONS tab. The post should go 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 eir 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.

Gamestate Tracking

Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at 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 placed in the Admin field of the post, and the post's Status must changed to reflect its status.

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

Voting and comments are 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 Any Player may update any Player's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a 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.


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

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

The Emperor 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 Emperor, 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 is kept on a separate weblog, recording events that took place during past Dynasties, noting their themes, their Emperor 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 Emperor.

Victory and Ascension

If a Player believes that e has achieved victory as specified in the current Ruleset, e may Make 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 the Players 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 Emperor may optionally step in and decide the win's legality.

At the winner's discretion, e may choose another active Player to be the Emperor for the next dynasty. This is known as Passing the Mantle. If the selected Player agrees, then all rights and responsibilities of the Emperor 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 Emperor.

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

The Hiatus then continues until the new Emperor posts an Ascension Address to the BlogNomic weblog - this should specify the Emperor'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 "Emperor" will be replaced with new theme-appropriate terms. If the new Emperor 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 Emperor's proclamation, shall be renumbered to keep a sequential progression. The new Emperor 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 Emperor may not declare victory in eir own dynasty.


Each Player can hold an amount of Blognomic Dollar (B$), which is tracked by the GNDT. This amount can be negative. A new player starts with B$ 595.

Currency Authority

There is an Entity in the game named The Currency Board which can take actions when allowed so by a rule. When The Currency Board is allowed to act, any of its members can act on its behalf. The current members of the Currency Board are listed in this wiki’s Currency Board Roster page. Members may be inducted to the Board by the Emperor, who can edit the Roster’s page to reflect so.

Currency Value

  • The total value of all Squares in the World, calculated according to rule Property shall be called value "L".
  • The total amount of B$ held by each Player, plus the Jackpot Pool shall be called value "B".
  • The number given when dividing value B by value L (B/L) shall be the BL index.
  • The value C, to which B$ value is pegged, shall be equal to 40/N, where N is the number of Squares in the World.

The value (effective purchasing power) of the Blognomic Dollar (B$), as measured by the BL index, shall be pegged to C times the value of all land in the World.

To ensure that, The Currency Board may, often, choose to adjust the amount of B$ in existence by multiplying the amount of B$ held by each Player and the Jackpot Pool (rounding results to the nearest integer, as per normal mathematic rules) by a fixed factor. This fixed factor shall be the result of the division of the value C by the current BL index (C/BL). The amount of B$ granted to a new Player, as provided by rule Currency, shall also be adjusted by the same factor.

When did that happen?

Whenever the Currency Board adjusts the amount of B$ in existence as described in 10.2 or any other rule, the Currency Board must post a message to the main page stating that an adjustment has taken place, including any relevant details, so that the players of blognomic may be aware of the adjustment.


An Item is any object that a Player may possess. There is no limit to how many items a player may have at any time. Items are tracked by the GNDT as a comma separated list.

If stated in the item’s description, an item may be "used" by the player owning it and any actions associated with using the item will take place. No more than 5 items may be used in a 24 hour period unless the item description states otherwise. Unless otherwise stated in the item description, using an item causes the player to lose possession of it.

  • Scooter. Cost: $10. A Scooter may be used to allow a Player to advance one Square. No Player may have more than 3 Scooters at a time.
  • Homing beacon. Cost: $20. A Homing Beacon may be set at any time, and upon doing so, the number of the owner’s current Square shall be appended to the name of the Beacon. A Beacon, once set, cannot be set again. After being set, the beacon may be used at any time to allow the owner to Jump to the square it was set at.
  • Pointed Stick. Cost: $10. A Pointed Stick may be used by a Player on an Enemy Player located at the same Square. The Player using the Pointed Stick may transfer $20 from the Enemy player to eirself. A Player may not posses more than one Pointed Stick at a time.
  • Paint. Cost $10. Paint must be specified in the Items field as ((Color)) Paint, where ((Color)) is one of the Color Codes of the Homeland Square of the Player purchasing the Paint at the time of that purchase. A unit of Paint may be used by a Player to change one of the Color Codes in the Square e is on to the color of the Paint. That Square has then been Painted that color. Note: Color coding restrictions detailed in rule World, and its subsections still apply. For example:
    • Painting a Gray Square with XXX Paint will work this way: The Gray color code becomes XXX. Then, as the Square is still listed by name in some rule, it will gain the Gray color code again - and will be now both XXX and Gray.
    • Painting any Square with Blue Paint will make that Square a Warp one.
    • Etc.
  • Spring-loaded Boxing Glove. Cost: $15. A Spring-loaded Boxing Glove may be used by a Player on any Enemy Player located at the same Square. When used, the target Player shall Advance once. A Player may not posses more than one Spring-loaded Boxing Glove at one time.
  • Whitewash. Cost: $10. A unit of Whitewash may be used by a Player to remove one of the Color Codes in the Square e is on. That Square has then been Whitewashed. Note: As with Paint, color coding restrictions detailed in rule World, and its subsections still apply.
  • Tangelo. Cost: $10. When used, the Tangelo is considered Smuggled. When smuggling a Tangelo, the player doing so may choose to remove the Red Color Code in the Square e just used the Tangelo on.


This is the Alternate Universe Dynasty, also known as the Zeroth Dynasty of the Switch. In this Universe, Simon never declared victory during the Muffin Dynasty so the RoboMuffins toke over the world and the Hands went out of control, causing loopholes everywhere. Because of this, the theme for this Dynasty is "If it’s not broke, fix it anyway."

A Call for Judgement altered the name of this Dynasty to Meta-dynastic Interlude of the Switch


The World consists of a collection of numbered, ordered Squares. A Square may receive a name, besides its ordinal number. Squares are listed in the Wiki, in a page named World, which is part of the Gamestate.

Each Player occupies exactly one Square, which is tracked by the GNDT. There is no limit to the number of Players that may occupy the same Square. Players can Move from one Square to another, whenever a rule allows em to. A Move from one Square to the next sequential Square shall be known as Advancing; all other Moves are Jumps. If a Player on the last sequential Square Advances, that Player immediately Moves to the first sequential Square. A player is considered to have Landed in the Square e finishes eir Movement in.

Whenever an event happens that allows a player to move (eg. a rule says "If/When X happens, player Y is allowed to move"), that player can only do so within 24 hours of the event happening. If 24 hours elapses of the event happening, the player loses the right to move granted by that event.

Whenever an event happens that obliges a player to move (eg. a rule says "If/When X happens, player Y shall move"), any player may enforce that move.

Whenever many events happen that allows or oblige a player to move (eg. there are rules that say "If/When X happens, player Y is allowed to move" and "If/When Z happens, player Y is allowed to move". X happens, then Z happens before Y has moved due to X), that player has to make the moves in the same order they were allowed or obliged. A play may "discard" (not use) a move he is allowed. A player may never discard a move he is obliged to do.

Whenever a player is allowed by a rule to Advance a number of Squares, that player is not considered to have landed in any Squares in-between the Square he was before moving and the Square he will be after moving. The player is considered to have Advanced through the in-between Squares, though. When a Player Jumps, e is not considered to have Advanced through any in-between Squares.

A player on the Throne square may, provided he has not done so since he most recently moved onto the Throne, become Emperor by posting to the frontpage] with a post entitled "X is Claiming the Throne", where X is eir name. E then assumes all the powers of Emperorhood until someone else becomes Emperor via the same mechanic, and may not Declare Victory.

New Players start on the Go Square.

If the Square a Player is at is destroyed, e shall be placed on the Go Square. That doesn’t mean that player has landed in or advanced to the Go Square.

Color Coding

Squares may be Color Coded with one or more colors. Each color code shall be represented in the World besides the name of the Squares by two letters.

At any time, if a Square has no color code, it gains the White color code. At any time, if a White Square gains another color code, it loses the White color.

If a Square is mentioned by name in a rule, that square gains the Gray color code. If a Gray Square is not mentioned by name in any rule, it loses the Gray color code.

Currently, the possible color codes are:

  • Bk - Black
  • Gr - Gray
  • Wh - White
  • Bl - Blue
  • Rd - Red
  • Yl - Yellow
  • Bg - Beige
  • Gd - Gaudy
  • Pk - Pink
  • Mt - Metal

At any time, if a Square has two or more instances of the same color code, it loses all those instances, except one.

The Color Factory

When a player lands in The Color Factory, e may spend B$ 50 to Make a Post which creates a new Color Code. That Post must describe the new color code’s name, which must be a word or expression usually adopted in the English language to describe a color. That Post must also list the new two-letter representation of the new color code. The new two-letter representation must not be one already in use for other Color Codes. The Color Factory Square immediately gains the new Color Code. A Color Code so created may be immediately used, even if not yet added to the list of colors in the Ruleset, and any Admin may add the new color to that list. Upon creating a new color code in The Color Factory, the player doing so gains 3 units of Paint in the new color.

At any time, if there exists a Color Coded listed in the ruleset, except Wh, Bg and Gr, and The Color Factory has not that Color, add that Color to the Color Factory.

At any time, if there is not a Paint Fountain in The Color Factory, install a Paint Fountain there.


There is a Jackpot Pool, listed in the in the GNDT as the amount of B$ of the "World" pseudo-player. Whenever a player spends an amount of B$, that amount must be added to the Jackpot Pool.

Whenever a player ends a move in the Jackpot Square, provided that move was not allowed by an item being used or by a Blue Square warp, the amount on the Jackpot Pool shall be transfered to that player and the Pool reset to B$ 0.

Pass Go

Whenever a player Advances to the Go Square, (either ending a move there or not) the amount of B$ held by that Player must be increased by B$ 20 and a scooter must be added to that Player’s items list.

Whenever a player Advances to the Go Square a new Square shall be created. The ordinal number of this square shall be the highest current ordinal number in use plus one.

Where did it GO

Occasionally the Emperor may Make a Post entitled "Where did it GO". Any Player may then make a comment to this post. If within 24 hours more than N/4 players, where N is the current number of active players, make a comment that notes the current locatoin of the GO square in it to the "Where did it GO" post then the GO square was found and can not be searched for. If less then N/4 players note the current location of the GO square then the Emperor may make a post in the GNDT of "Where did it Go DICEX" where X is the highest numbered square, the result of which is the new location of the GO square. Any Admin may then change the World section of the wiki to denote this GO based movement.

Warp Squares

Whenever a player ends a move on a Blue square, e may immediately Jump to any other blue square. Note that this does not entitle the player to claim benefits for passing intervening squares, such as Go.

Warp on Blue

Whenever a new Square is created whose last digit is 2 or 7, colour the Square Blue.


Whenever a Player is in a Black (Bk) Square, that player can post one more pending proposal than the values listed in rule 3. Any extra Proposals made this way remain legal even if the player leaves the Black Square.

The Yellow Shop

If a Player is located in a Yellow Square, then e may buy an item from the list given in the Rule entitled "Items". If e is located elsewhere, e may not acquire items unless the item's description specifically mentions that it can be purchased there.

At any time, if there are less than 5 Yellow Squares in the World, the first non-Yellow Square after Square 1, including that Square, shall gain the Yellow color.


A Square may be Owned by a Player. That is listed in the World besides the Square listing. A Square which is owned by a Player is Color Coded Beige. A Beige Square which is not Owned by any Player loses the Beige Color.

A Player in a Square which is not Beige may Acquire that Square, becoming its Owner. To do so, e must spend an amount of B$ equal to X times the number of that Square, where X is equal 1 plus the number of color codes (including White) on that Square, plus the price of any machinery installed there, as if bought new. To purposes of this rule, the Square # Zero is considered to have a number 1 unit greater than the last Square in the World.


Whenever a Player lands in a Beige Square, that player must transfer an amount of B$ as Rent to the owner of that Square. The amount of B$ to be transferred is equal 0.05 (1/20) times the value a Player would have to pay to Acquire that Square, as under sub-rule Property, rounded up to the next integer.


Whenever a Player ends a move in a Beige Square, provided that move was not allowed by an item being used or by a Blue Square warp, that Player may Take Over the ownership of that Square. To do so e must transfer to the current owner of the Square an amount of B$ equal to the value of the Square, calculated according to rule Property. No take over may be done if it would result in either involved player holding a negative amount of B$.


At any time, a Player may give up ownership of a Square. By doing so e gains an amount of B$ equal to half the value of that Square and the referred Square lose its Beige color and ownership.

At any time, if a Player owns at least one Square and holds a negative amount of B$, e must give up the ownership of the most valued Square e owns.

To the purpose of this rule, the value of a Squares shall be considered the amount of B$ a Player should spend to acquire or take over that Square.

Debtor's Prison

Square 4A has the following special properties:

  • A player may not advance to square 4A. A player advancing from square 3 moves to 4, and from 4 to 5.
  • A player advancing from square 4 moves to square 5. A player advancing from square 4A advances to square 5, but may not do so if eir B$ is less than zero.
  • A player may not be compelled to move out of Gaol, and may not Jump from Gaol under any circumstances.
  • If a player has negative money for more than 4 days, then any other player may move them to Gaol and delete all Items in eir Item list and increase their B$ by half the current cost of the items if bought new, rounded down.
  • A player who has had negative money in Gaol for 3 or more days may set eir money to zero, and Advance to square 5.


A Square may be fitted with utilitary Machinery, as listed below. Each Square may hold only one piece of Machinery. Installing a new piece of Machinery in a Square that already has one destroys the Machinery that was previously there.

If a type of Machinery has some kind of use limitation, that limitation applies to all copies of that type of Machinery, even if installed in different Squares.

Unless stated otherwise in the Machinery description, only the owner of a Square may install Machinery in that Square. To install a piece of Machinery in a Square, the player doing so must be located in that Square and Spend an amount of B$ equal to X times the value of that Square, calculated according to rule “Property”, where X is a multiplier given in the Machinery description. If not provided, X shall assume the value of 1.

Currently, these are the Machinery available for installation:

  • Glue Trap. X multiplier = 2. Whenever a player advances through a Square where a Glue Trap is installed, that player must end eir movement in that Square.
  • Paint Fountain. X multiplier = 2. Often, a player in a Square where a Paint Fountain is installed may add a unit of ((Color)) Paint to their Items list. The ((Color)) must be one of the Color Codes of the Square where the fountain being used is installed at.
  • Slot Machine: Any player who is in a square where a Slot Machine is installed may gamble by commenting in the GNDT with the text: “Come on, lucky X! DICE12” where X is a number from 1 to 12 and transferring B$1 to the Owner of the Square. If the number on the dice roll equals X, e may then transfer B$ 5 from the Owner of the Square to emself. If a Square where a Slot Machine is installed loses the Bg code color, the Slot Machine is destroyed.
  • Clock Tower: A player who is on a square with a Clock Tower make omit the DICE60 component of eir “Me Too!” post when attempting to Jump on the Hands. E automatically succeeds at Jumping on the Hands.

The Inventor’s Shop

Whenever a player lands in The Inventor's Shop, e may pay B$ 20 to comission a new piece of Machinery. E then must Make a Post to the Blog titled "New Machine: Z" where Z is replaced with the name of their machine, and a description of what it does.

The new machine must have an X value of 3 or higher. Other players may vote FOR or AGAINST the new machine on the blog. If current quorum distinct AGAINST votes are posted on the entry within 2 days, the Players have revolted and the Machine has been destroyed. Otherwise, the machine is added to the list of machinery available.

Tangelo Smuggling

If a Player would land on a Red Square e must Smuggle a Tangelo or lose B$ 20 and Advance 1 Square. If a Player moves this way e is not considered to have landed on the Square that they lost B$20 at and the last sequential Square in the World shall be destroyed.


When a proposal passes the player who made the proposal may Advance N times, where n is the number of votes FOR the proposal that passes minus the number of AGAINST votes on the proposal that passed.

those crazy hands

As long as no one else has done so within the past 24 hours, and that player wasn’t the last to do so, a player may Make a Post entitled "Jumping for the hands". Within the next 24 hours every other player may make a comment to the GNDT containing the text "Me Too! DICE60". (It may also contain text clarifying whose post it responds to.) The seconds part of the original post is then compared to the dice roll, counting 60 as 00. If the two numbers share at least one digit (regardless of place), the player who rolled the DICE successfully jumps on the hand. If the two numbers match exactly then the player who posted the entry is shoved off of the hands.

At the end of 24 hours every player on the hands shall advance a number of spaces that is equal to the number of seconds of the original post divided by the number of players on the hands.


Each Player is Loyal to a Square, the Square that e is Loyal to is eir Homeland. This is tracked in the GNDT under the field called “Homeland”. Occasionally, a Player may set eir Homeland to a Square of eir choice.

If two Players’s Homelands share a color other than Gray, White or Beige, then they are Allies of each other, otherwise they are Enemies of each other.

  • If a Player is Loyal to Throne, then e may be refered to as a Knight.
  • If a Player is Loyal to a Black Square then they may be refered to as a Robomuffin.
  • If a Player is loyal to a blue square, e may be referred to as a Warpjumper.
  • If a Player is Loyal to a Red Square then they may be refered to as a Tangelo Smuggler.
  • A player Loyal to Gaol may be known as a Criminal.

A player located in eir Homeland may choose not to move from that Square, even if they would be compelled to so due to some other rule. This movement cannot later be taken.


A maximal set of Players who are allied to each other under rule Homelands is called a Clan. The Players in the clan are called Clan Members. The size of a Clan is the number of Members it contains. Other rules may describe how Members of a Clan may name their Clan, select a leader for their Clan, track in the GNDT any relevant data, and make war or peace with other Clans.


At any time, a Player may transfer a positive amount of B$ to any other member of eir Clan. That transfer may not be made if doing so would end with any of the 2 involved players holding a negative amount of B$.


A Player may atempt to become Leader of eir Clan by making a post to that effect. All Allies of that player may repspond once to the post using the FOR and AGAINST icons. After 48 hours, if there are more FOR responces than AGAINST responces then the Player who made the post shall become Leader of eir Clan, and the old Leader shall cease to be Leader.


A Player whose Homeland has been the same for the last 48 hours may Declare Victory if e fulfills one of these conditions (which are the Victory Conditions of this Dynasty):

  • E is the Robomuffin with most B$ and all Squares are Black. The Robomuffins have wiped out all resitance.
  • No Squares except Gaol are Black, e is a Knight and e is the Player who changed the Color of the last Black Square. The Robomuffins have been banished from the World.
  • All Players have negative B$ and e is the Tangelo Smuggler with the most B$.
  • E is a Warpjumper and has Moved to every Square within 24 hours.
  • All non-Criminal players are in Gaol and e is the Criminal with the lowest B$.
  • All Squares in the World, except Gaol, are Beige and no Player other than emself owns a Square.


This 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
  • 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.
  • 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.


  • 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.


  • The Spivak pronouns used in Blognomic are:
    • Subject case: "e";
    • Object case: "em";
    • Possessive Adjective case: "eir";
    • Possessive Pronoun case: "eirs";
    • Reflexive case: "emself".