Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Lifeforms must obey it. Section One consists of the "core rules" of blognomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the glossary, which exists solely to clarify the remainder of the ruleset. Rules may be referred to by their type and entire number or type and name. (e.g. This Rule may be referred to as Rule 1.1 or the Rule entitled "Ruleset and Gamestate"). If a Proposal refers to a Rule by number and that Rule has been renumbered since the Proposal posting, that Proposal does nothing if enacted.
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
No Rule may contain a provision that bars itself from being altered and/or repealed.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.
Spivak pronouns, as defined in the Glossary, shall be used whenever a Lifeform is referred to.
Admins 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 http://blognomic.com 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 Lifeform.
A Lifeform may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Lifeform may only change eir name as a result of a proposal approving the change.
Some Lifeforms are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Lifeforms 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 posts by Proposal, CfJ, or voluntary resignation.
Some Lifeforms are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1 and 1.2, Idle Lifeforms are not counted as Lifeforms. Admins may render a Lifeform Idle if that Lifeform has asked to become Idle or if that Lifeform has not posted a entry or comment for more than 7 days. Admins may de-Idle a Lifeform at eir request - the Lifeform's personal gamestate retains the values it had immediately prior to eir going Idle. If one or more values would be undefined, it is set to the value new Lifeforms receive, if such a value exists.
A single person may not control more than one Lifeform within BlogNomic. If anybody is suspected of controlling more than one Lifeform, then a Proposal may be made to remove any number of such Lifeforms from the game, and to bar the perpetrator from rejoining.
Any Lifeform may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Lifeform already has 2 Proposals pending that have not been self-killed, or has already made 3 Proposals that day).
Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending.
Any Lifeform may cast eir Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST or DEFERENTIAL.
If the Lifeform who made a Proposal has not cast a Vote on it, eir Vote is counted as FOR. If a Lifeform casts more than one Vote on a Proposal, only the most recent of those Votes is counted. If a Lifeform leaves the game or goes Idle, eir Vote no longer counts. If a Lifeform votes against eir own proposal, that vote may not be changed. This is referred to as a Self-Kill.
A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Apprentice of Will Wright. The vote will count as the same as the Apprentice of Will Wright's vote. The Apprentice of Will Wright cannot cast a vote of DEFERENTIAL. If there is no Apprentice of Will Wright, a vote of DEFERENTIAL counts as an explicit vote of abstention.
The oldest pending Proposal may be enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-
- It has a number of FOR votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.
- It has been open for voting for at least 48 hours, it has more than 1 valid vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.
The oldest pending Proposal may be failed by any Admin, if any of the following are true:-
- It has enough AGAINST votes that it could not be Enacted without one of those votes being changed.
- It has been open for voting for at least 48 hours and half or fewer of its votes are FOR.
- It has been open for voting for at least 48 hours and has fewer than 2 valid votes.
- The Lifeform who proposed it has voted AGAINST it.
- The Apprentice of Will Wright has voted to VETO it.
Whenever an Admin marks a proposal as enacted or failed, e must also mark eir name, and report the final tally of votes (or the fact that the proposal was self-killed or vetoed).
Calls for Judgment
If two or more Lifeforms actively disagree as to the interpretation of the Ruleset, or if a Lifeform feels that an aspect of the game needs urgent attention, then any Lifeform may raise a Call for Judgment by posting an entry in the "Call for Judgment" category. If the Lifeform 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 Lifeforms may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Lifeform's later votes overriding eir earlier ones). Unfailed 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. A Failed CfJ has no further effect.
Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Lifeform 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 Lifeform has commented on it, an official post may be altered or removed by its author; 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 or otherwise, be changed into an official post, with the following exception: Whilst a non-official post has been posted for less than five minutes and has no comments, the author may change the categories as e wishes.
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 http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Lifeform may update any Lifeform's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged - if a Lifeform 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.
Lifeforms shall be assigned a password for the GNDT when they join the Nomic.
BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single Apprentice of Will Wright, and is named according to the number of Dynasties they have headed (eg. "The First Dynasty of Myke").
The Apprentice of Will Wright may vote to VETO any Proposal.
Victory and Ascension
If a Lifeform (other than the Apprentice of Will Wright) believes that e has achieved victory in the current Dynasty, e may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.
Upon doing so, the game immediately goes into Hiatus, if it hasn't already. During this time, the only game actions that may be taken are those covered by Rules "Lifeforms", "Calls for Judgment", "Gamestate Tracking" and "Victory and Ascension".
Every Lifeform may respond to an active DoV saying whether or not e believes the poster has achieved victory in the current Dynasty (using the FOR and AGAINST icons).
The Declaration of Victory may be resolved after 24 hours, or after 12 hours if the Apprentice of Will Wright has voted on it. Upon resolution, if a Quorum of Lifeforms have voted on the DoV and more than half of those votes were in favour, then the DoV passes - otherwise the DoV fails, and if no other DoVs are still pending, the Hiatus ends.
When a DoV passes, all other active DoVs are failed, and a new Dynasty begins with the Lifeform who made the DoV as its Apprentice of Will Wright. (That Lifeform may pass this role to another Lifeform at this point, if they wish.) The Hiatus continues until the new Apprentice of Will Wright posts an Ascension Address to the BlogNomic weblog - this shall specify the Apprentice of Will Wright's chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and that any keywords will be replaced with new theme-appropriate terms.
There exists an in game currency called "DNA Points". DNA Points are tracked in the GNDT in a column called "DNA Points".
DNA Points may only be earned in the following ways:
- Any time a proposal is Enacted, the lifeform who authored the proposal receives 5 * A - 3 * B DNA points where A is the number of counted legal FOR votes cast on the proposal and B is the number of counted legal AGAINST votes.
- Any time a proposal is enacted, each lifeform who voted on the proposal, except its author, is entitled once to, within 48 hours of its enactment, increase eir DNA Points by Y, where Y is the total number of counted legal votes received by the proposal at the time it was enacted.
- Any time a proposal is Enacted, the Admin doing the Enactment may raise once eir own DNA points by 25%, round down, of the amount the Author of the Proposal has received. This is cumulative to any other bonus that Admin should receive or be entitled due to that enactment.
- Any time a proposal is enacted, all non-idle lifeforms who did not vote on the proposal is entitled once to, within 48 hours of its enactment, increase eir DNA Points by the lower of the two values:
- 20% of whatever the lifeform who proposed the proposal earned.(Rounded down)
- Whatever any Lifeform who voted on the proposal is entitled to earn.
- By using Reproduction.
When marking a proposal as enacted, the Admin doing so must, besides eir name and the final tally of votes, state:
- how much DNA Points the Author and the Gene Pool did get;
- which lifeforms voted, and which didn't, on that Proposal, and how much DNA Poins each of em is entitled to earn.
The Gene Pool
There exists a row in the GNDT called "The Gene Pool" which begins the game with 100 DNA points.
Any time a proposal is enacted, the Gene Pool receives 20% of whatever the lifeform which proposed the proposal earned or whatever a lifeform who voted on the proposal is entitled to earn, whichever is smaller, rounded down.
Once each week, after 0:00 Monday Morning, the DNA Points Gene Pool shall be increased by 0.05 * Z, rounded down, where Z is the number of DNA points possessed by the Gene Pool at that 0:00 Monday Morning. The lifeform who enforces this provision may, at that the same time, increase eir DNA Points by 5. The Gene Pool may not receive more than 25 DNA points per week this way.
New lifeforms DNA points are initialized at the value of however many DNA points are currently owned by the "The Gene Pool".
Whereas the voting rewards described in the main body of this rule's parent rule are likely to encourage strategic voting, and
whereas it would be beneficial to Blognomic to have certain Proposals exempt from said strategic voting; therefore
it is resolved by the Lifestream that A Trivial Proposal is defined to be any Proposal that contains the text "(trivial)" in its Subject. If, at the time of its Enactment, more than half of all comments to a Proposal containing counted votes also contain the text "(Trivial)", then that Proposal is also defined as Trivial.
Whenever a Trivial Proposal passes, DNA Points are not earned as described in the main body of the "Evolutionary Currency" rule. Instead, each lifeform who who was active at the time of its enactment, is entitled once to, within 48 hours of that enactment, increase eir DNA Points by Y, where Y is the total number of counted legal votes received by the proposal at the time it was enacted.
When applicable, the provisions in this sub-rule override any restrictions in the main body of "Evolutionary Currency" regarding how DNA Points may or may not be earned.
There exists a wiki page entitled The Creature Page which contains information about lifeforms. Each Each lifeform is given one entry on "The Creature Page" which contains the lifeform's creature name, name score, evolutionary variables currently being tracked, and list of the Traits e possesses.
A lifeform's creature name is, by default, the name of the lifeform. A lifeform may often change eir creature name provided no other lifeform currently has the creature name e wishes to change to.
The following variables are considered "Evolutionary Variables" and are considered to be the important values in any lifeform's evolution. Evolutionary Variables are tracked in "Levels". Each lifeform, by default, is "Level 0" in every evolutionary variable. The only except to this rule is "Brain Size". Each lifeform, by default, is "Level 1" in brain size.
- Brain Size
- Body Mass
- Facial Features
- Unique Ability
There exists a gameplay action called "Evolute". Evolute means increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1.
Before doing so, that lifeform must increase by Z the DNA Points of all lifeforms that currently have the highest level in the evolutionary variable being increased, where Z = (D/10) / N, rounded down, D is the number of DNA Points to be spent in increasing the Evolutionary Variable and N the number of lifeforms whose DNA Points is being increased in this manner. Note that the original lifeform may earn a partial refund via this rule, though the old level should be used when determining all these values
Each Lifeform has a field "Status" in the GDNT that is either Alive or Dead. All Lifeform's Status begins as Alive. A Lifeform may often change their status from Dead to Alive by paying 100 DNA Points and doing the following:
- resetting all eir GDNT fields to the values of a new Lifeform except as follows: eir DNA Points must be set to 99 and eir Energy to 0.
- reseting Evolutionary Variables of their creature to the starting value.
- removing all traits from that Lifeform's Creature
An Lifeform may not change any other Lifeform's Status unless explicitly stated by the rules.
Whenever a Lifeform's status is changed to Dead, each other Lifeform with status Alive gains 3 Nourishment.
A Lifeform whose Status is Dead may not take any Gameplay Actions
There exist a value Nourishment which is a number between 0 and 20 tracked in the GDNT. The default value of this for every Lifeform is 10. At 0:00 Monday Morning every Lifeform's Nourishment is reduced by X, where X is the current level of the Lifeform's Body Mass, or to 0 if the Lifeform's Body Mass is more than the Lifeform's current Nourishment. If Lifeform's Nourishment is every reduced to 0 that Lifeform's Status is changed to Dead.
If a Lifeform's Nourishment is ever increased beyond 20 that Lifeform is considered bloated and eir status is changed to Dead.
Each Lifeform has a value called "Complexity", which is tracked in the GNDT. A new Lifeform begins with Complexity equal to:
- C - 1, where C is the Complexity of the active Lifeform with the lowest Complexity, or
whichever is greater. A Lifeform may not take any action that would raise any of eir Evolutionary Variables to a value greater than eir Complexity, nor reduce eir Complexity to a value less than any of the values of eir Evolutionary Variables, nor may a Lifeform have a larger number of Traits listed on eir Creature Page than their complexity, nor reduce eir Complexity to a value less than the number of Traits on eith Creature Page.
For each Proposal that is not a Trivial Proposal that is Passed, if a Lifeform's counted vote on that Proposal had the effect of a FOR vote, e may once, within 48 hours of the Proposal Passing, increase eir Complexity by 1.
A Lifeform may Often decrease eir Complexity by 1 and increase eir DNA by 4.
There exists a gameplay action called "Feed". A feeding lifeform is considered to be making a "feeding attempt". Both of these actions are considered "Feeding attempts". To do so, e rolls DICEX in the GNDT, where X is the number of Lifeforms + 1. The Lifeform (or the Gene Pool) corresponding to the Yth Row in the GNDT, where Y is the result of the DICEX roll, becomes the target. Note that the Target Lifeform may be the same as the Hunting one. If a Lifeform is targeted, the Feeding attempt is known as a Hunt; if the Gene Pool is targeted, the Feeding attempt is known as a Forage. The procedures for resolving a Feeding attempt are below. On a successful Feeding attempt, the Feeding lifeform gains 2 Nourishment. The Feeding Lifeform is responsible for making all changes to the GNDT that result from eir Feeding attempt.
A Lifeform may not atempt to Feed more than often.
A Foraging Lifeform makes a Foraging check by rolling DICE6 in the GNDT. On a result of 4 or higher, the Forage is a success; otherwise, it fails. A Successful Foraging check allows the Foraging Lifeform to increase once eir DNA Points by 0.01*the Foraging Lifeform's Body Mass*the Gene Pool's DNA, rounded up.
The Hunt is divided into two phases, as described below.
- Chase Phase: The Hunting Lifeform rolls DICE10 twice. If the result of the first DICE10 roll + the Hunting Lifeform's Appendages value is greater than the result of the second DICE10 roll + the Target Lifeform's Appendages value, then the Chase is a success, and the Hunt proceeds to the Fight Phase. Otherwise, the Hunt is failed. Failed hunts have no further effect.
- Fight Phase: The Hunting Lifeforms rolls DICEY DICEZ once, where Y is 2*the Hunting Lifeform's Facial Features value + 1, and Z is 2*the Target Lifeform's Facial Features value +1. If the result of DICEY is greater than DICEZ, the Hunt is successful. If the result of DICEZ is greater than twice the result of DICEY, the Hunt is reversed. Otherwise, the Hunt fails.
- A successful Hunt results in the Hunting Lifeform gaining X DNA, where X is the greater of 0.02*the Hunting Lifeform's Body Mass value*the Target Lifeform's DNA, rounded up, or 2*the Hunting Lifeform's Body Mass. The Hunting Lifeform cannot gain more than twice the Target Lifeform's DNA in this manner. The Target of the Hunt looses 1 Nourishment.
- A reversed Hunt results in the Hunting Lifeform losing DNA as many DNA as e would gain, had they succeeded in the Hunting. If this would bring eir DNA to a negative value, bring it to Zero, instead.
There exists a wiki page titled List of Traits (which is part of the Gamestate) with a list of "Active Traits" and "Inactive Traits". The lists contain alphabetically sorted entries of Traits, with the following format:
- Trait Name
- Cost: Cost to purchase trait
- Requirements: Requirements for the Trait. Unless otherwise stated, if a Lifeform's value equals or exceeds a listed value, e shall be construed as meeting the requirements for that value.
- Effect: Effect of having the trait in eir entry of "The Creature Page"
There exists a gameplay action called "Upgrade". An upgrading lifeform may purchase a Trait in the list of Active Traits by spending an amount equal to the Trait's Cost and then adding it to eir entry in "The Creature Page". A Lifeform may at any time Redeem a Trait by removing it from eir entry in "The Creature Page" and gaining an amount equal to half the Trait's Cost (all quantities rounded down). If a Lifeform ever possesses a Trait in eir entry in "The Creature Page" for which e does not meet all the requirements, e must immediately Redeem that Trait. If a Lifeform possesses multiple such Traits, e may choose in which order e Redeems them (and may stop Redeeming if all eir remaining Traits have their requirements met).
Often, if no other Lifeform has done so in that same day, any Lifeform may choose a Trait and move it from the Inactive Traits list to the Active Traits one. That Trait must be chosen between the Inactive ones with the least cost in DNA. This is not a gameplay action.
There exists a game action called "Advance". A Lifeform may Advance by posting the text "Advance:(Trait)" to the GNDT, where Trait is the name of an Inactive Trait. In order to Advance, the Lifeform must pay double the Cost associated with the Trait, and meet all the Requirements for the Trait. When a Lifeform Advances a Trait, it becomes an Active Trait, and the Lifeform gains that Trait. The Lifeform shall update the Creature Page and the List of Traits accordingly, listing eir name under the newly Advanced Trait in the List of Traits.
Whenever a Lifeform purchases an Active Trait, the Lifeform that Advanced that trait gains X/N DNA points, rounded down, where X is the cost of that Trait in DNA Points, as per the List of Traits, and N is the number of Lifeform currently with the Alive Status.
Each lifeform has a stat called "Energy" which is tracked in the GNDT.
Energy is represented by an integer number between 0 and X where X is lifeform's maximum energy value. This value is also tracked in the GNDT. The default values for Energy and Max Energy are 2. If a lifeform's energy is ever greater than eir maximum energy value, it is set to the lifeform's maximum energy value.
A lifeform may often increase eir energy by one, provided eir energy is not set to a value higher than eir maximum energy value.
Energy may be expended by preforming a "gameplay action". Gameplay actions may be defined throughout the ruleset. The description of each action is listed where it is defined in the ruleset. To perform a certain gameplay action, a lifeform must spend X energy were X is the cost of the gameplay action.
- Evolute: 1 Energy
- Upgrade: 1 Energy
- Community Service: 1 Energy
- Feed: 2 Energy
- Advance: 2 Energy
- Reproduce: 3 Energy
Often a Lifeform may increase their energy by 1 by spending X DNA Points, where X = 15 - (2 * that Lifeform's Body Mass), minimum 5. This may not cause the Lifeform to exceed its maximum energy value. The Lifeform may not perform this action if it has less than X DNA points.
There exists a gameplay action called Reproduce. When a Lifeform reproduces, e gains 0.01*eir current DNA total*eir Unique Ability in DNA, rounded down.
A lifeform's name score is defined as follows: X MOD Z where X is the twice the number of vowels plus the number of consonants in the creature's name and Z is the number of active lifeforms. (MOD Z is the remainder when X is divided by Z)
There exists a gameplay action called "community service". To perform community service, a lifeform roles a DICEN where N is the sum total of the brain size of each lifeform with Status of Alive that shares the same name score as the lifeform performing the community service. (The lifeform performing the community service is included, if Alive). A list is made of each of these lifeforms, as they appear in the creature page. Each lifeform is listed as many times as eir brain size. (and thus there are N lifeforms in the list). On a roll of Y, the Yth lifeform on this list receives N DNA points.
There exists a wiki page List of Events containing a list of all possible events. These events are divided into Pending and Current Active. Each Event has the following information:
- Name: The Name by which this event is refered.
- Current Bid: The current number of points that have been bid for this even to occur
- Effect: What happens when this event is the Current Active Event.
Often a Lifeform may increase the Current Bid of any Event on the List of Events Page by doing one or more of the following:
- Reducing eir DNA by X and increasing the Current Bid by X, where X is no more than half the Lifeform's Current DNA.
- Reducing eir Complexity by X and increasing the Current Bid by X*5, where X is no more than half the Lifeform's Current Complexity.
- Reducing eir Nourishment by X and increasing the Current Bid by X*7, where X is less than the current Nourishment of the Lifeform.
- Reducing eir Energy by 1 and increasing the Current Bid by 10.
Every Monday at 0:00 GDNT any Events in the Current Active list is moved to the Pending list, and then the Pending event with the highest Current Bid is moved from the Pending list to the Active List, and it's Current Bid is set to 0. If 2 or more Events share the highest Current Bid, then all events with the highest Current Bid are moved to the Current Active list, and have their Current Bid set to 0.
An alive lifeform may occasionally make a post to the blog called "Request for Victory".
All lifeforms who are currently alive should respond to the request with either a FOR or AGAINST vote.
If all alive lifeforms vote FOR the request for victory, the lifeform who posted the Request for Victory post has achieved victory.
If one or more alive lifeforms votes AGAINST the request for victory, or if 48 hours passes and there is a lifeform that is alive and did not vote on the request for victory, the request for victory fails and nothing happens.
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 upon the Enacment or Failure of a Proposal are the responsibility of the Admin who Enacts or Fails it.
- Appropriate Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a vote AGAINST, an I http://blognomic.com/images/vote/imperial.gif shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently http://blognomic.com/images/vote/seal.gif) shall represent the Imperial Veto.
- The "subject" of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is "" (i.e. an empty string) is not valid.
- "Posts" and "comments" refer only to those made to the BlogNomic weblog at blognomic.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 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.
- Unless otherwise specified: When "X" is a number, to spend X of a numeric value "V" means to subtract X from V (i.e. replace V with V-X); no action may be taken which requires spending X of a numeric value when the subtraction would result in a number which is illegal as a replacement for that value (e.g. if the value represents a variable which is restricted to non-negative integers, but the subtraction comes up negative).
- Superficial differences between the spelling of geographic versions of English, e.g, British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
- Gamestate is defined as any information which the Ruleset regulates the alteration of, such as Lifeforms' names and the blog colour scheme.
- Italicized text is not considered part of the ruleset and may be used to clarify rules with examples, notes, and flavor text. For example, this italicized text provides an example of the use of italicized 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.
- Quorum is equal to half the number of Lifeforms, rounded down, plus one.
References to "YDICEX" refer to Y X-sided dice. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
- 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".