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Ruleset 32

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Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Protagonists must obey it. Section One consists of the "laws" of blognomic, covering basic Protagonist and proposal mechanics; Section Two contains the "rules" of the current round, and Section Three contains the glossary, which exists solely to clarify the remainder of the ruleset. Laws and rules may be referred to by their type and entire number or type and name. (e.g. This Law may be referred to as Law 1.1 or the Law entitled "Ruleset and Gamestate"). No Rule may contain a provision that bars itself from being altered and/or repealed. If at any moment a Rule exists or is altered in a manner that renders it to contain such a provision, the entirety of that Rule shall be considered void and with no effects on the Gamestate. The provisions on this paragraph supersede any text in a Rule.

The Ruleset and Gamestate can only be changed when the Ruleset specifically permits their being changed.

Spivak pronouns, as defined in the Glossary, shall be used whenever a Protagonist is referred to.

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 Protagonist.

A Protagonist 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 Protagonists are Admin Staff, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Protagonists who wish to become Admins shall 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 Protagonists are Idle, and shall be marked as such in the sidebar. For the purposes of the ruleset, excluding Laws 1.1 and 1.2, idle Protagonists are not counted as Protagonists. Admin may render a Protagonist idle if that Protagonist has failed to vote for more than a week, or if it has asked to become idle. Admins may un-idle a Protagonist at eir request - the Protagonist's personal gamestate retains the values it had immediately prior to eir idling.

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


Any Protagonist 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 Protagonist may post more than 3 Proposals in the same day. Rules may take precedence over this paragraph.


Any Protagonist 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 Protagonist on a single Proposal, only the most recent of those Votes is counted. Rules may take precedence over the previous sentence. If a Protagonist 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 Narrator. The vote will count as the same as the Narrator's vote. The Narrator cannot cast a vote of DEFERENTIAL. If there is no Narrator, a vote of DEFERENTIAL counts as an explicit vote of abstention.

If the Protagonist 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 Protagonists, 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 Protagonists have voted on it and it still cannot be Enacted, or if the Protagonist 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

Rules may take precedence over any part of this law.

Calls for Judgment

If two or more Protagonists actively disagree as to the interpretation of the Ruleset, or if a Protagonist feels that an aspect of the game needs urgent attention, then any Protagonist may raise a Call for Judgment by posting an entry in the "Call for Judgment" category . If the Protagonist wishes, e may post anonymously by choosing "Call for Judgment" from the Author drop-down menu on the OPTIONS tab. The post shall go on to describe the issue, and measures that shall be taken to resolve it.

All Protagonists may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Protagonist's later votes overriding eir earlier ones). CfJs continue until they reach a quorum of FOR votes, a quorum of AGAINST votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed. After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset shall 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 Protagonist 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 no other Protagonist 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 Protagonist may update any Protagonist's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a Protagonist 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 shall be raised.

Protagonists 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 Narrator and is named according to the number of times which that Protagonist has been the Narrator (or Narrator equivalent) (eg. "The First Dynasty of Myke").

The Narrator 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 Narrator, any Protagonist 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 Narrator or equivalent, interesting rules, large arguments, the winning move, etc. A Dynasty record must accurately reflect the Dynasty it refers to. Protagonists may submit Dynasty Records to the Narrator.

Victory and Ascension

If a Protagonist 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 laws 1.2, 1.6, and 1.9.

Every Protagonist may respond to the Declaration of Victory saying whether e regards it as legal or illegal (using the FOR, AGAINST and DEFERENTIAL icons). The following stipulations must be true before a DoV may pass or fail.

  • 12 hours have passed since the posting of the DoV.
  • If less than 24 hours have passed since the posting of the DoV the current Narrator has voted upon the DoV.

If both of these stipulations are true and at least half of all Protagonists have voted FOR the DoV passes and the poster of the Declaration is considered to have officially won the Dynasty - the Dynasty ends. If both of these stipulations are true and at least half of all Protagonists have voted AGAINST the DoV the the DoV fails. If no clear decision is reached after 24 hours, the Narrator may optionally Pass or Fail the DoV on his own accord.

Hiatus may not end if either of the following stipulations are false and ends once they are both true:

  • There is no active DoV.
  • There are no pending CFJs.

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

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

The Hiatus then continues until the new Narrator posts an Ascension Address to the BlogNomic weblog - this shall specify the Narrator's chosen theme for the new round, and may optionally include a proclamation that any number of Rules will be repealed, and/or that the words "Protagonist" and "Narrator" will be replaced with new theme-appropriate terms. If the new Narrator chooses not to repeal a rule, e may also replace any keyword in those rules with a new theme-appropriate term. The remaining rules, after the new Narrator's proclamation, shall be renumbered to keep a sequential progression. The new Narrator 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 Narrator may not declare victory in eir own dynasty.

The ascendant Narrator's Ascension Address must include the Conclusion entry of eir named Thread, the Master Thread, or the Sandbox Thread. After doing so, the Narrator must erase this paragraph from the ruleset.



Each subsection of this Rule defines a Role that may be assumed by Protagonists. Each Role has at least the following: Name, Maximum Number, and Description. If the Maximum Number of a Role is not defined, it is considered to be Infinite. A Protagonist may assume a maximum of one Role at any time. Protagonists' Roles are denoted in the GNDT field "Role". New Protagonists initially have no Role. If at any time the number of Protagonists with a specific Role exceeds that Role's Maximum Number, a Representative of the HR Department will be Summoned.


  • Maximum Number: 2
  • Description: The classic monster. Eats fresh flesh, flees from light.

Garden Variety Adventurer

  • Description: A garden variety adventurer. This Role may be optionally listed in the GNDT as ‘Adventurer'.


  • Description: An ex-Soviet cosmonaut. Knowledgable about spacecraft, rockets, vodka, and other such space-age technology. Handy with tools, can use a spacesuit, and is rated to fly private aircraft.

Fire Marshal

  • Maximum Number: 1
  • Description: Enforces building codes and prevents overcrowding.


  • Description: A monk from some far removed exotic land. Practices austerities, shaves eir head, and is versed in several martial arts. Strictly follows the rules of eir order.

Lean and Hungry Gentleman

  • Description: Lean. Hungry. May carry a large sack and has an eye for valuable objects.


  • Description: Fond of expensive suits and well trained in several areas of law.

Hedge Wizard

  • Description: A wizard of some small village, trained in herb lore, astrology, obscure knowledge, and general hedge magic.


  • Description: Youngish, tending to dress in flamboyant garments, with a predilection for light one-handed swords. Practiced in acrobatics. May have a taste for gambling, but in any case is unlikely to have a great deal of money.


  • Description: Specialized in some field of engineering. Good at problem solving and is talented with duct tape. Knows logarithms and is handy with tools.


  • Description: An accomplished detective. Skilled in analysis, deduction, and low animal cunning. May or may not smoke a pipe.

Representative of the HR Department

  • Description: Keeps track of payroll information for each assigned Role. Has the unenvied duty of handing out pink slips in times of resource shortage.

Panicking Schmuck

  • Maximum Number: 2
  • Description: The panicking schmuck lost eir wallet this morning. This wallet contained government issued ID, credit cards, cash, and tickets to a comic standup night. Without this wallet, the panicking schmuck was in a fit because there was no way e could get to the airport in time for eir 2:30 flight to Miami, especially with the transit strike slowing everything down. Eventually however, e scabbed money off eir roommate and wrote a cheque to a taxi driver to get to LaGuardia ASAFP, foregoing the opportunity to be delivered a Christmas gift for eir father's girlfriend. This rush led the panicking schmuck to forget that it was in fact only eleven in the morning, and by waiting another hour could have received said gift and said wallet without having two hours to spare writing bunk proposals on blognomic, drunk from white russians in the Admirals Lounge which e snuck into


Occasionally, any given Protagonist may be assigned a quest by the Narrator. In order to assign quests, the Narrator must make a post that somehow incorporates the word ‘quest' and the names of the Protagonists who are assigned this quest in its title. What follows in the text of the quest may be any number of tasks entirely up to the narrator's discretion with the following constraints:

1) the tasks that the quest requires of its Protagonists can be accomplished within the legal bounds of the ruleset

2) the quest has a discrete goal

3) the quest can be completed by at least one of the Protagonists to which it is assigned

4) the Narrator rewards any Protagonist who successfully completes a quest to which e is assigned with something nice (which must also, of course, be the sort of reward that is within the legal bounds of the ruleset)

5) the text of a quest may not be amended after it has been assigned

At any time, a Protagonist who is assigned a quest may refuse to participate in that quest by responding to the quest with a comment containg ":AGAINST:", at which point that Protagonist is no longer considered assigned that quest. At any time, the Narrator may cancel a quest e has assigned by responding to the quest with a comment containing ":VETO:", at which point that quest is no longer considered to exist.

No Protagonist may be assigned to more than one quest. If such a conflict occurs, then the most recent quest assignment does not apply to that Protagonist.

Quests have the following statuses:

Assigned - the quest has been assigned but not completed Completed - the quest has been completed by at least one protagonist to whom it was assigned

A log of each quest, as it is assigned, will be appended to this rule in the format [title of quest] - [status of quest].



There exists a Wiki page called "Threads." Each section of Threads contains a single Thread, as defined below. Threads may exist on only the Threads page.

The following list of definitions applies only to text on the Threads page, excluding headings.

  • A Thread is a collection of Moves, with a possible Intro. Threads may be created by direct Proposal or as dictated by a Rule or Rules. Threads may begin with either a Prompt or a Result. Threads may not contain any text that is not a Prompt, a Command, or a Result. (Results may begin a Thread for the purpose of providing introductory text. They may be thought of as the result of starting a game.)
  • An Intro is a Result that begins a Thread.
  • A Move is a sequence of a Prompt, the following Command, and the following Result. All text in a Thread must be part of a Move, except for the optional Intro. A Move that is lacking a Command and/or a Result is incomplete; otherwise, it is complete. At any time, only the last Move of a Thread may be incomplete.
  • A Prompt is any occasion of the following sequence of three characters: newline, right angle bracket (>), space.
  • A Command is any string of text that 1) immediately follows a Prompt, and 2) consists of no more than seven words, and 3) has exactly one newline, which must be the last character of the Command.
  • A Result is any text that 1) either begins a Thread or immediately follows a Command, and 2) ends with a newline, and 3) does not contain a Prompt.
  • For the purposes of this list, a "newline" is whatever sequence of characters forces the text to continue on the next line. It is considered a single character, regardless of technical implementation. (This is to prevent CR/LF nonsense that no one shall be expected to understand or think about.)
  • A Conclusion is a Result which ends a Thread. It is not followed by a Prompt, and no more text may be added to a Thread after a Conclusion.

Owned Threads and others

Each Protagonist owns a single Thread, and no Thread may have more than one owner. Each owned Thread is titled "[Owner's name]'s Thread", with [Owner's name] replaced by the owner's name. Owned threads should be arranged alphabetically by title. Whenever a Rule states that a Protagonist may change a Thread, it refers only to a Thread owned by that Protagonist, unless otherwise stated.

There is also a Thread titled "The Master Thread." It is not owned. It may only be edited by the Narrator, without exception. It may be edited as often as the Narrator wishes, in any way that he wishes, ‘except' that it must obey the limitations in the "Definitions" section. The Master Thread is always at the top of the Threads page, regardless of alphabetization. The Narrator also owns a Thread, as described above.

There is also a Thread titled "The Sandbox." Any Protagonist may change this Thread, in addition to eir own Thread, as allowed by the Ruleset, except that no Action, Result, or Prompt in The Sandbox may change gamestate other than its own existence, under any circumstance. In other words, if a Protagonist is allowed to add two Commands daily, he may add two Commands to his own Thread and two Commands to the Sandbox in the same day.


Each day, each Protagonist may add

  • up to two Commands, OR
  • up to two Results, OR
  • one Command and one Result in two different Moves, as long as either addition wouldn't result in a copy of a Move already in that Thread.
  • one Conclusion.

Each week, each Protagonist may delete

  • up to two Commands, OR
  • up to two Results (and their following Prompts) OR
  • the last complete Move.

Unless otherwise noted, adding a Result always adds the Prompt of the next Move automatically.

Neither Commands, nor Results, nor Prompts have any effect on the gamestate other than their own existence, unless a Rule dictates it.

When a Protagonist adds a Command or Result, the text e adds may be arbitrary, unless a Rule dictates otherwise. In addition, if a Rule dictates particular text for a Command's Result, the Protagonist may still add arbitrary text AFTER that text, unless a Rule prohibits it.

If a change to a Thread would make any part of it break the conditions in this Rule, that change may not be made under any circumstances. This paragraph takes precedence over any other Rule.


Each subsection of this Rule defines a Location. A Location has at least the following: Name, Description, Current Occupancy, Maximum Occupancy, and Exits. Current Occupancy is calculated and need not be included in the text of a Location's subsection. A Location subsection must have a Name, Description, Maximum Occupancy, and Exits OR only a Name and include the text -Not Yet Defined-. A Location that contains the text -Not Yet Defined- shall be avoided by all players until it is defined.

A Location's Name and Description should in some way inspire the imagination of those Protaganists that read it.

A Location's Current Occupancy is the number of Protaganists that occupy that Location. A Location's Current Occupancy must never exceed its Maximum Occupancy, or a Fire Marshall will be Summoned.

A Location's Exits is an unordered list of Locations.

Locations may be occupied by Protagonists. A Protagonist may occupy a maximum of one Location at any time. Protagonists' Locations are denoted in the GNDT field "Location". New Protagonists have the location "The Ruins of the Fortress of Cheese".

The Narrator may, after posting notice to the front page, change the text of ‘Locations' by adding, deleting, or modifying any Location, providing that the modifications agree with the constraints on Locations defined in the Ruleset.

The Ruins of the Fortress of Cheese

  • Maximum Occupancy: 100
  • Exits: The Ancient Game Room, The Ominous Forest, Excalabur's Fortress of Cheese (with Silver Key, adds 0 steps).
  • Description: A rotting heap of what was, undoubtedly, once some of the finest and awesomest cheese. At the center, the outline of a room, walled with "$$$$"s, is visible underneath a pile of rotting camembert. An immovable metallic armchair with a silver keyhole on the left arm and buttons on the right arm is sitting about five metres south of the room.

The Ancient Game Room

  • Maximum Occupancy: 3
  • Exits: The Ruins of The Fortress of Cheese
  • Description: Since the previous dynasty, some of the goat cheese walls in this room have crumbled, making the rule seem less claustrophobic than before. While there's a chair and a desk here, not much else. There is a noticeably couch-shaped space of air in the corner, however.

The Ominous Forest

  • Maximum Occupancy: 100
  • Exits: The Ruins of the Fortress of Cheese, The Hollow Tree, The Stone Bridge
  • Description: The very old trees of this forest have branches which intertwine so tightly that sunlight reaches the forest floor only in occasional beams. There is what you might call a trail winding among the trees, if you were really desperate for something to follow. A wolf howls in the distance.

The Floating Castle

-Not Yet Defined-

The Game Field

  • Maximum Occupancy: Infinite
  • Exits: None.
  • Description:The Game field is an open expanse of grassland on which a Ball Game is played. It is represented as a bi-dimensional grid of mono-spaced characters, followed by a Key. Players of the Ball Game, objects there present or any other ocurrence of things are represented on the Game Field by single printable characters which shall be defined in that page's Key. The rules of the Ball Game to be played in the Game Field shall be defined in this Ruleset in a Rule other than Locations

Excalabur's Fortress of Cheese

Maximum Occupancy: Currently 18

Exits: The Ruins of The Fortress of Cheese (with Silver Key, adds 0 steps), The Brand New Gaming Room

Description: There are six rows of empty rooms, each row three deep. You can see walls made out of what is undoubtedly the finest and awesomest cheese. Even better, the cheese looks edible, as it's not rotten. The air around seems magical, as if something special would occur if you said a certain word. An immovable metallic armchair with a silver keyhole on the left arm and buttons on the right arm is sitting about five metres south of the room

The Brand New Gaming Room

Maximum Occupancy: 1

Exits: Excalabur's Fortress of Cheese

Description: This room is incredibly claustrophobic. A couch is in the corner of the room, but the only other furnishings include a chair and desk with plans for a perfect game.

The Hollow Tree

  • Maximum Occupancy: 30
  • Exits: The Ominous Forest, The Furnace of Benevolence
  • Description: There's a hexagon-shaped clearing in the Ominous Forest here. An enormous hollow tree, big enough to hold several people, is exactly in the middle of the clearing. You can see a bright orange light through the tree's single entrance. Looking up, you can see smoke rising from several of the branches.

The Stone Bridge

-Not Yet Defined-

The Furnace of Benevolence

  • Maximum Occupancy: 9
  • Exits: The Hollow Tree
  • Description: A furnace is set on the wall opposite the entrance of the tree. Next to the furnace is a sign reading, "Here were many Temptations resisted."


Protagonists have an HP value, which stands for Health Points, and Max HP value, which stands for Maximum Health Points, which are both tracked by the GNDT as numerical values.

If an action would raise a Protagonist's HP to more than eir Max HP, set that Protagonist's HP value equal to eir Max HP value instead.

New Protagonists immediately have eir HP and Max HP both set to 50.


When a Protagonist's HP equals 0, that Protagonist has eir Location immediately changed to "The Ruins of the Fortress of Cheese" and their HP changed to eir Max HP.


Each subsection of this Rule defines an Item that may be Held by protagonists. Each Item has at least the following: Name and Description. A Protagonist may Hold only one Item at a time. A GNDT field entitled "Item Held" stores the name of the Item currently Held by that Protagonist. The "Item Held" field may only be changed as allowed by the Ruleset. Protagonists who are not currently holding an Item shall have their Item Held field set to "Fire Marshall Recruitment Flyer".

Awesomest Cheese

  • Description: A handful of what is, undoubtedly, some of the finest and awesome cheese.

Tube of Krazy Glue

  • Description: A small plastic tube, approximately 3 inches in length, marked with the words "Krazy Glue: Keep Away From Small Children" and filled with industrial-strength Krazy Glue.

Fire Marshall Recruitment Flyer

  • Description: A beautifully detailed piece of paper, folded into thirds. Poorly drawn fire covers the front, along with large red letters reading "Fire is Dangerous". You are very interested to read the flyer.

The flyer reads as follows:

Fire Marshal Description: The office of Fire Marshal in most North American firefighting services is responsible for investigating fires. They are members of the fire department, and they must have firefighting experience, but they are also sworn law officers. They carry a handgun, wear a badge, and make arrests (Usually arsonists).

Flavor text taken from Wikipedia.

If there is only one Protagonist holding a Fire Marshall Recruitment Flyer e immediately becomes the Fire Marshall and the Fire Marshall Recruitment Flyer erupts in flame. (That Protagonist's Item slot is then set to "Ashes of a Fire Marshall Recruitment Flyer".)


  • Description: The most POWERFUL item in the game. Any Protagonist holding one or more Nothing(s) may dub Protagonists "Fire Marshall" at will.

Silver Key

Description: This key is silver. It looks as if it would fit into a silver keyhole in an armchair.

A Silver Key is untradeable.

Anyone who has ever written a history of a previous dynasty of Blognomic, and has not had their history deemed a shoddy job, may at any time change their current Item Held to a Silver Key, or to the second most recent Item Held if currently holding a Silver Key.

Generic Receipt

  • Description: A small piece of paper reading, "Thank you for your patronage."

Fifth of a Couch

  • Description: It looks like 20% of a sofa. It's been known that whenever you take five items of 20% of anything, they immediately form the item itself in full, regardless if there were any duplicates within those five items.


Protagonists may take certain Actions. An Action is a Command that changes the Gamestate. A Protagonist takes an Action by adding a Command in his own Thread that invokes the Action.

  • An Action must stipulate the Command or form of Command that invokes it. When describing these Commands, words in [brackets] are substituted with some other word or phrase, as denoted in the Action's criteria.
  • An Action may stipulate any criteria that must be met for it to be taken. If no criteria are stipulated, any Protagonist may take that Action when otherwise legal.
  • An Action may stipulate the Result or form of Result, in whole or in part, to follow the Command that invokes it. If no Result is stipulated, then the Result's text may be arbitrary, but should not seem to contradict the Action's effect on the gamestate.
  • An Action must stipulate its effect on the gamestate and where each part of that effect is to be recorded.
  • An Action may stipulate that a certain number be added to a Protagonist's Steps total. Protagonists' Steps are tracked in the GNDT "Steps" field. New Protagonists start with a Steps value of 0. Steps may represent the amount of time an Action takes.

Any Command not adhering to all stipulations of an Action is not an Action and has no effect on gamestate.

The list of acceptable actions is below.


  • Command: "go to [destination]"
  • Steps added: 5.
  • Other effects: The Protagonist's Location is changed to [destination].
  • Criteria: May not be taken more frequently than Often by any Protagonist. [destination] must be at one of the Protagonist's current Location's exits.

Initiate trade

  • Command: "offer [item1] for [Target]'s [item2]".
  • Steps added: 0.
  • Other effects: Begins 36-hour period in which [Target] may accept the trade.
  • Criteria: [item1] is the Protagonist's current Item Held. [Target] is a Protagonist. [item2] is [Target]'s current Item Held. No Protagonist may initiate a trade more frequently than Often.

Accept trade

  • Command: "accept [Requester]'s trade".
  • Steps added: 0.
  • Other effects: Swaps the Protagonist's Item Held with [Requester]'s.
  • Criteria: [Requester] is a Protagonist who Initiated trade less than 36 hours previously.

Reject trade

  • Command: "reject [Requester]'s trade".
  • Steps added: 0.
  • Other effects: None.
  • Criteria: [Requester] is a Protagonist who Initiated trade less than 36 hours previously.


All Protagonists have a numeric Score, which is tracked in the GNDT. Protagonists start with a Score of 0.

A Move may modify the Scores of the Protagonists who created the Command and Result entries of that Move, who are called the ‘Contributing Protagonists'. The modification must follow these rules:

  • The Narrator determines by what amount a Move will modify the Scores of the Contributing Protagonists. The amount may differ for each of the two Contributing Protagonists. The Narrator may announce the Score effect for this Move which anyone can implement, or implement the effect emself in the GNDT (with no explanation required).
  • Moves with the same Command and Result are considered copies of the same Move. Contributing Protagonists may only have eir Score modified once by the same Move no matter how many times ey make copies of it. In other words, if a Protagonist has been a Contributing Protagonist to a previous copy of that Move, eir Score is not modified.
  • A copy of a Move always has the same Score effects on its Contributing Protagonists as the original Move did on its Contributing Protagonists.
  • If a Move has been partially or fully deleted, the Protagonist who did the deleting may also reverse the Score effects on the Contributing Protagonists of that Move.


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 below.)
  • 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.
  • Gamestate is defined as any information which the Ruleset regulates the alteration of, such as Countries' names and the blog colour scheme.

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".


  • The IEEE auxiliary verbs used in Blognomic are:
    • Is required to: "shall";
    • Is recommended that: "should";
    • Is permitted to: "may";
    • Is able to: "can".