Ruleset 50

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Villagers 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.

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

Villagers

Anybody may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing their arrival. An Admin will add them to the roster in the sidebar, at which moment they become a Villager.

A Villager may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Villager may only change their name as a result of a proposal approving the change.

Some Villagers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Villagers 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 Villagers are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2 and 1.8, Idle Villagers are not counted as Villagers. Admins may render a Villager Idle if that Villager has asked to become Idle or if that Villager has not posted a entry or comment for more than 7 days. Admins may de-Idle a Villager at their request - the Villager's personal gamestate retains the values it had immediately prior to their going Idle. If one or more values would be undefined, it is set to the value new Villagers receive, if such a value exists.

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

Proposals

Any Villager may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Villager already has 2 Proposals pending, 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.

Voting

Any Villager may cast their Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST or DEFERENTIAL.

If the Villager who made a Proposal has not cast a Vote on it, their Vote is counted as FOR. If a Villager casts more than one Vote on a Proposal, only the most recent of those Votes is counted. If a Villager leaves the game or goes Idle, their Vote no longer counts. If a Villager votes against their 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 Mayor. The vote will count as the same as the Mayor's vote. The Mayor cannot cast a vote of DEFERENTIAL. If there is no Mayor, a vote of DEFERENTIAL counts as an explicit vote of abstention.

Enactment

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 Villager who proposed it has voted AGAINST it.
  • The Mayor has voted to VETO it.

Whenever an Admin marks a proposal as enacted or failed, they must also mark their 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 Villagers actively disagree as to the interpretation of the Ruleset, or if a Villager feels that an aspect of the game needs urgent attention, then any Villager may raise a Call for Judgment by posting an entry in the "Call for Judgment" category. If the Villager wishes, they 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 Villagers may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Villager's later votes overriding their 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.

Gamestate Tracking

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

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 Villager may update any Villager's data via the GNDT, whenever the Ruleset permits it.

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

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

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single Villager, known as the Mayor, and is named according to the number of Dynasties they have headed (eg. "The First Dynasty of Myke").

The Mayor may vote to VETO any Proposal.

Victory and Ascension

If a Villager (other than the Mayor) believes that they have achieved victory in the current Dynasty, they 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 "Villagers", "Calls for Judgment", "Gamestate Tracking" and "Victory and Ascension".

Every Villager may respond to an active DoV saying whether or not they believe 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 Mayor has voted on it. Upon resolution, if a Quorum of Villagers 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 Villager who made the DoV as its Mayor. (That Villager may pass this role to another Villager at this point, if they wish.) The Hiatus continues until the new Mayor posts an Ascension Address to the BlogNomic weblog - this shall specify the Mayor'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.

Dynastic Rules

Life in Zahndorf

The Villagers of Zahndorf are a simple folk. They can either be Healthy, Wounded or Dead (tracked in the GNDT), and all Villagers start the game Healthy. Whenever a villager becomes Dead for any reason, the Mayor will make a story post announcing the fact.

Town Meetings

Town Meetings may be called by any living Villager during the daytime. If a Proposal title includes the phrase "Town Meeting", then it represents a physical activity within the village (such as a barn raising or a lynching). Dead Villagers and Prisoners may not vote in a Town Meeting, and Quorum for enacting the effects of a Town Meeting will be calculated as half the number of living, unimprisoned Villagers, rounded down, plus one.

The Mayor may Veto any Town Meeting which was called during the Nighttime, was called by a Villager who was dead or in gaol at the time, or which calls for action which the Mayor considers to be physically impossible, or otherwise inappropriate. (If the Mayor is Dead, he is still able to Veto Town Meetings, representing the intervention of collective municipal government.)

If a passed proposal would require the Mayor to reveal, change or act on the Werewolf state of any Villagers, and the Mayor himself did not cast a vote on the proposal, then he may choose not to perform the action required.

Occupations

Each Villager has a single Occupation within Zahndorf, which is noted in the GNDT. The Mayor's Occupation is always "Mayor", and all other Villagers start with a blank Occupation, which is considered to be "Peasant".

During the Daytime, any living Peasant may give themselves a replacement Occupation from the list at this site, excluding those in the Government, Military, Religious and Sailor sections, and those already taken by other Villagers.

Any living Villager (except for the Mayor and the Prisoner) may leave their Occupation and become a Peasant by posting a blog entry announcing and explaining their resignation. This is a Weekly Action, and may only be performed during the Daytime.

If a Villager besides the Mayor is dead, their Occupation while alive is still listed in the GNDT, but is considered to be “Cadaver” for all other purposes.

Religious Occupations

If a Villager has an Occupation which is listed in the “Religious” section of the linked page, then they are blessed, and any attempts of the Werewolves to target that Villager are ignored. A Villager may only adopt a Religious Occupation as a result of a Town Meeting.

Villagers with Religious Occupations may not fire guns.

Zahndorf church is the smallest in the valley, and if there are ever more than two Villagers with Religious Occupations, the Mayor may demote one of them to Peasant.

Military Occupations

Military staff have basic hand-to-hand training - there is a 25% chance that a Werewolf Murder attempt against them will have no effect, and a Werewolf Bite attempt against them will always be made at 1DICE6. (If a villager with a military occupation has a sword, this hand-to-hand bonus is ignored.)

Military staff are trained in the use of firearms - they may take the Daily Action to shoot another villager twice per day, instead of once.

Zahndorf armory is the smallest in the valley, and if there are ever more than two Villagers with Military Occupations, the Mayor may demote one of them to Peasant.

Food-Related Occupations

The following occupations are food-related occupations: acater, costermonger, eggler, fishmonger, fruiterer, greengrocer, pie seller.

During the daytime, anyone with a food-related occupation may poison any other villager by removing a vial of poison from his inventory and informing the Mayor who he has poisoned. The effect of this is identical to the recipient drinking the poison voluntarily, as described in the rule "Elixirs."

The Alchemist

The Alchemist is able to perform autopsies on villagers who have died. Through the careful application and slow observation of certain herbs and metals, it is possible to determine whether a corpse is that of a werewolf, or of a normal human.

During the daytime, the Alchemist may, as a Daily Action, email the Mayor to announce that they are performing an autopsy on a single dead villager. The Mayor shall privately respond, revealing the nature of that villager.

The Doctor

If a villager is the Doctor, e may secretly tell the mayor of a villager who is their patient. If their patient would otherwise have been killed or bitten by a werewolf attack, the doctor instead saves the villager from death. The Doctor may not have the same villager as their patient more than two nights in a row. If the doctor saves a villager, the mayor shall send a private message to the saved villager and doctor stating that the doctor saved the villager. The mayor shall also send a seperate message to all werewolves who were involved in the attack and state that the attacked happened, but was unsuccessful. Then the mayor may post a public notice stating the events of the night, that an attack happened and was foiled by the doctor.

During the daytime, the Doctor may, as a Daily Action, tend to a wounded Villager by posting a blog entry to this effect, describing the treatment being given. If a nighttime has passed since making such a post, the Doctor may comment on the post to call again on the wounded Villager - having done so, the treated Villager becomes Healthy, if they are still Wounded.

The Prisoner

Zahndorf has a one-person gaol cell in an annex of the town hall. If a Villager is given the Occupation “Prisoner” (as a result of a Town Meeting, or other means), that means that they are imprisoned in this cell. If there would ever be more than one Prisoner, then the one who was most recently imprisoned is automatically released, becoming a Peasant instead.

The gaol cell has two sets of keys - any Villager who has a set of these keys may release a Prisoner from the cell by changing the Prisoner’s occupation to Peasant.

During any nightime period, if a living werewolf has an occupation of prisoner, then the Night Watchman, and each of the villagers who possess a set of Gaol Keys, each (assuming their status is Alive) have a 1 in 6 chance to witness the villager transform into a werewolf, as determined by the Mayor, who will notify the werewolf and each witness of the results.

The Solicitor

Any Villager who is alive may email the Solicitor (if one exists, and if their email address is known) to specify or update their own last will and testament. This shall be a set of instructions for distributing their own possessions upon their death, as well as any statements the Villager would wish to be known after their death.

If a Villager is Dead, and if it is daytime, the Solicitor may (so long as they are alive) post their own interpretation of the deceased's will to the BlogNomic blog, and distribute the Villager's Inventory as they see fit. (If a Villager had specified no will, the Solicitor is free to make one up.)

The Beer Seller

As a daily action, the Beer Seller (if living) may “make a sale”. To do so, they roll 1DICEX (where X is the number of living villagers) and count down that number of villagers in the GNDT, skipping villagers who are dead. The selected villager gains an Ale Tankard item. Any villager carrying an Ale Tankard item is “Drunk”. If a Drunk villager is killed, the villager or villagers responsible gain an additional acuity point. During the Day, a villager who has carried an Ale Tankard since the start of that day may “sober up” and destroy that Ale Tankard item. A villager may not give away an ale tankard.

When the Beer Seller makes a sale, before he rolls to determine the recipient of the Ale Tankard, he may remove a vial of Elixir he from his inventory to drug the recipient of the Ale Tankard. The effect of this is identical to the recipient drinking the Elixir voluntarily, as described in the rule "Elixirs."

While a villager is Drunk, if they attempt a Daily or Weekly action, they must roll a 1DICE100 in the GDNT. If the roll is 1-45 the action fails. If a daily action fails it connot be retried until the next day. If a weekly action fails, it cannot be retried until 48 hours have passed since the failure. If the roll is 46-100, the action works as normal and no special action is required. if the Night Watchman is drunk, in the list of people seen out at night, N will equal two thirds(rounded down) of all living Villagers, excluding the previously selected werewolf.

Silver and Gun Occupations

The following occupations are ‘silver-related occupations’: silversmith, goldsmith, and wiredrawer.

The following occupations are ‘gun-related occupations’: gunsmith, and gunstocker.

As a daily action, assuming it's currently daytime, a villager of a silver-related occupation may make a single silver bullet for his own possession, if that villager has held the occupation for at least a full daytime and nighttime.

As a weekly action, assuming it's currently daytime, a villager of a gun-related occupation may make a single gun for his own possession, if that villager has held the occupation for at least a full week.

The Swordsmith

As a weekly action, assuming it’s currently daytime, the swordsmith may make a single sword for his own possession, if the swordsmith has held the swordsmith occupation for at least a full week.

The Apothecary

If it is daytime, and he is alive, the Apothecary may, as a Daily Action, create one vial of an Elixir of any type. If the Elixir is of a type that has not been produced before, he must decide whether it is a medicine or a poison (and if it is a poison, whether it is a strong or weak poison, and of the poison’s susceptible group), and privately inform the Mayor of these decisions. The Mayor may not reveal this information to anyone. Upon creating an Elixir, it is added to the Apothecary’s inventory.

The Master of Hounds

The Master of Hounds (if living) may secretly inform the mayor of the status of the hounds. The hounds may either be “penned” or “released”. The hounds are “penned” unless otherwise specified. Whenever a villager is savaged by werewolves, if the hounds are released they begin to howl, chase, and corner their suspect. The Mayor shall make a story post indicating the name of the villager the hounds have cornered. There is a 30% chance that the cornered villager will be one of the werewolves involved in the attack, otherwise it will be a random living villager.

When the hounds are penned, the Master of Hounds may pen them outside the house of a living villager of their choice (themselves unless otherwise specified). The name of the villager whose house the hounds are penned outside of should be sent to the Mayor privately. If a villager who has hounds penned outside his house would be Bitten or Savaged by werewolves (or if they are a werewolf and they would Bite or Savage another villager) the hounds begin to howl, alerting the village and preventing that the Biting or Savaging. The Mayor shall then make a story post which identifies the name of the villager who has the hounds penned outside their house.

Criminal Occupations

If a Villager has an Occupation which is listed in the “Criminal” section of the linked page, then they have a criminal occupation.

As a weekly action, assuming it’s currently night time, a villager of a criminal occupation may move a single item from one Villagers Inventory into any other’s, including a villager that is dead.

Items

Villagers may carry items - these are tracked in the GNDT. A living Villager may give one of their items to any other Villager, at any time, by updating the GNDT. A living Villager may drop any item they are carrying by removing it from their inventory.

Swords

If a villager has a sword, then there is a 50% chance that a Werewolf Murder attempt against them will have no effect, and a Werewolf Bite attempt against a villager with a sword will always be made at 1DICE6.

Elixirs

Various elixirs may be brewed - some are medicinal, while others are poisonous. Any living villager who has an elixir in his inventory may drink it by informing the Mayor and removing it from his inventory.

If the elixir was a medicine and the drinker is Wounded, the drinker will be made Healthy.

If the elixir was a poison, it has a 3 in 4 chance of harming any villager in its susceptible group and a 1 in 4 chance of harming anyone else. Upon being harmed, a weak poison will cause a Healthy villager to become Wounded, and a Wounded villager to become Dead, while a strong poison will kill the Villager outright.

The Mayor will process the effects of drinking the elixir, and inform the villager if he survived a poisoning. An autopsy by the alchemist of a corpse killed by an elixir will reveal that the cause of death was poison.

Drugging the Well

Any living, non-prisoner villager with a vial of Elixir in his inventory may choose to pour it into the town well by removing the Elixir from their inventory and informing the Mayor of their action. The Mayor will then randomly select four living villagers who happen to be affected by it - the effects are identical to them drinking the Elixir voluntarily, except that if the Elixir was a Poison, the chance of harm is reduced to 3 in 16 for villagers in the susceptible group and 1 in 16 for all other villagers.

Guns and Bullets

Any living Villager who has a Gun may, as a daily action, attempt to shoot any other Villager (their “Quarry") by privately announcing this intention to the Mayor, and specifying the ammunition they are using (lead or silver). A gunman can only use silver ammunition if they have a Silver Bullet in their possession, and must reduce the number of Silver Bullets in his Inventory by 1 when making the private announcement.

Within 48 hours of receiving such an intention, the Mayor should determine the results of the shooting as follows:-

  • If the Quarry is currently the Patient of the Doctor, there is no effect on the Quarry. The Quarry shall be privately informed of the gunman’s identity.
  • If the Quarry is a Werewolf and the gun was loaded with lead ammunition, there is no effect on the Quarry. The Quarry shall be privately informed of the gunman’s identity.
  • If the Quarry is Healthy, and neither of the above cases have been met, then Quarry is changed to Wounded.
  • If the Quarry is Wounded and non of the above cases have been met, then the Quarry is changed to Dead.

In all cases, the Mayor shall post a blog entry announcing that a gunshot has been heard.

Self-Defense

If a Villager with a gun would be savaged by werewolves, he has a 1-in-3 chance of shooting each Werewolf, using Silver bullets if he has at least one Silver Bullet per attacking Werewolf and Lead otherwise. This has the same effect as if he had shot them under rule 2.4.3.

Blanks

A living Villager with a gun may fire it into the air by announcing this intention to the mayor. Within 48 hours of receiving such an intention, the Mayor shall post a blog entry announcing that a gunshot has been heard.

Werewolves

Some of the Villagers may be Werewolves - although they have lived in the village in human form for years, they have the power to transform themselves into savage wolves, and can roam freely through the streets and surrounding woodland of Zahndorf.

The Werewolves’ identities are not tracked publicly, and are initially known only by the Mayor.

Werewolf Attacks

A Werewolf may privately email the Mayor announcing their intention to attack a named Villager, in an email with the subject “Targeting [Villager Name] by [Method]” - upon reception of the email, this Villager becomes that Werewolf’s target. A Werewolf may also send an email with the subject “Targeting No One”, and upon reception of that email, no one is considered to be the Werewolf’s target.

There are two methods of targeting available to Werewolves - Murder and Biting.

After a Werewolf has changed their target, they cannot change targets again for 30 minutes. While a Werewolf is in Gaol, it has no target. If a target is considered invalid for any reason, then no one is considered to be the Werewolf’s target.

Murder

A Werewolf Murder attack will be successful if one of the two following conditions is true:

  • It is Nighttime, two or more living Werewolves have the same target and their methods are both Murder, neither werewolf is Wounded, if those Werewolves have not murdered or bitten anyone since the most recent Daytime, and if their target is still Alive and not a Prisoner; or
  • It is Nighttime, one living Werewolf has a target that is Wounded, if that Werewolf has not murdered or bitten anyone since the most recent Daytime, and if their target is still Alive and not a Prisoner.

If a Werewolf Murder attack is successful, then the Mayor may post a blog entry announcing that their target has been killed. That Villager is now Dead, and has been Savaged by Wolves.

Biting

If it is Nighttime, if a living Werewolf has a target, and their method is Biting, if no one has been killed or bitten by a Werewolf since the most recent Daytime, if the number of Werewolves is less than the number of Villagers divided by 5 and rounded down, and if the Werewolf’s target is still Alive and not a Prisoner, then a Biting attack may succeed, pending a random result: the Mayor shall roll 1DICE5 if neither, or both the werewolf and the target are wounded; 1DICE4 if the target is Wounded but the Werewolf is not; or 1DICE6 if the Werewolf is Wounded but the target is not. On a result of 1, the Mayor shall privately email the target and tell them that they have been turned into a Werewolf, and that Villager shall become a Werewolf. On any other roll, the target escapes with a clue to the Werewolf’s identity. This clue consists of a single letter which is in the name of the Werewolf.

A Werewolf may not target the same person for Biting for more than one consecutive Nighttime.

Spontaneous Lycanthropy

When a new Villager joins the game, or when an idle Villager who has not previously participated in this Dynasty reactivates, the Mayor may (within 48 hours) determine randomly whether this Villager is a Werewolf and alert him or her via email or some other means. The chance of the Villager being a Werewolf is (x+1)/2*y, where x is the number of Dead Villagers and y is the total number of active Villagers.

Should idling ever cause the active Villager list to lack any Werewolves at all, the Mayor may randomly select z new Werewolves, where z is the number of Living Villagers divided by 5 and rounded down. The Mayor shall alert these Villagers to their affliction via email or some other means.

Howling

A living Werewolf may privately email the Mayor announcing their intention to howl between one and three times during the next or current Nighttime.

Dead Men Tell No Tales

A Dead Villager, except for the Mayor, may not reveal any information that he learned, made up, or other wise acquired about another villager, or any relevant information about himself that was not revealed before he became dead. This includes, but is not limited to, whether or not he or another villager was or is a werewolf; what another villager may have told him through private conversation; or even logical deduction about the roles of the other players based on the circumstances of the game.

These restrictions do not apply to communication between Dead Villagers, or to any information contained in the current state of the GNDT.

Daytime and Nighttime

Time in Zahndorf is divided into Daytime and Nighttime. All even-numbered days in the real world are Daytime in Zahndorf, and all odd-numbered days are Nighttime - this is automatically reflected in the colour of the sky at the top of the BlogNomic weblog.

In the silence of the night, the Villagers may hear sounds in the village. During the Nighttime, if there is a living Night Watchman, if nobody has yet been killed by werewolves that night, and if a check of werewolf targets would not result in a murder, then the Mayor may make a story post announcing that it is “X O’Clock and All’s Well” (where X is the current hour).

If it is Nighttime and the Mayor has any pending howl intentions from Werewolves (excluding those who are the focus of Ghosts), he may total the number of howls specified, and make a story post announcing that that number of wolf howls were heard in the night. All howl intentions are then no longer pending.

Each night, a number of Villagers will be seen walking the streets, going about their various nocturnal businesses. A living Villager is considered to be “Out at Night” during the nighttime if any of the following are true of them, at any point during that nighttime:

  • They are the Night Watchman.
  • They are an Investigator.
  • They are a Werewolf directly involved in a Villager being savaged by wolves.
  • They are a Werewolf who has bitten or attempted to bite a Villager.
  • A Villager has been savaged by wolves, and they are one of X random living Villagers (chosen by the Mayor) who have reacted to the alarm, where X is half of the living Villagers, excluding the Prisoner and rounded down.

Treasury

The Treasury of the village of Zahndorf currently contains 4,750,000 pfennigs. Any legal changes to the number of pfennigs in the Treasury shall be recorded by appropriately modifying the number in the first sentence of this Rule.

The net income of the City is currently 0; revenues (from taxes, for example) are exactly equal to ongoing expenditures. As things currently are, the size of the Treasury will not automatically change over time.

The Night Watchman

The village of Zahndorf is patrolled at night by a single Night Watchman.

During each daytime in which the Night Watchman held their role for the whole of the previous nighttime, the Mayor shall email the Night Watchman with a list of all Villagers who were ‘Out at Night’ during that nighttime.

If there is currently no Night Watchman, the Mayor shall randomly select one Living, non-Werewolf Villager, and secretly notify that villager of their new status. The status of Night Watchman is not an occupation, and, as such, it shall not be publicly tracked. If the Night Watchman becomes idle or becomes dead, then they stop being the Night Watchman.

Hair

The Mayor will determine, once with respect to each Villager (i.e., promptly after the adoption of this Proposal with respect to Villagers active then, and with respect to each new Villager promptly after the Villager becomes active), whether that Villager has a Hairy Back in accordance with the following principles: A Villager who is not a Werewolf has a 25% chance of having a Hairy Back, and a Villager who is a Werewolf has a 50% chance of having a Hairy Back. Upon making such determination, the Mayor will privately communicate to each Villager the status of that Villager’s Back. The GNDT shall display the “Hairy Back” status of each Villager, and only that of each Villager, whose Hairy Back status has been publicly announced by the Mayor in accordance with the Rules or a validly-adopted Town Meeting proposal.

A Villager who does not have a Hairy Back may not acquire a Hairy Back.

A Villager who has a Hairy Back may lose it only in accordance with the following: There must be a Villager who has an occupation of “Barber”. Both the Villager with the Hairy Back and the Barber must secretly communicate to the Mayor a message to the effect that the Villager with the Hairy Back has been shaved. However, the Barber cannot shave himself; thus, if the Barber has a Hairy Back then it cannot be removed.

Neck Hair

At any point during the Day in Zahndorf, the Mayor may take note of which Villagers were targeted by at least one Werewolf during the previous Night. The Mayor should then determine randomly whether each of these Villagers had the hair on the back of their neck stand up; the chance is 50% if the Villager has a Hairy Back, and 25% if the Villager does not. Finally, the Mayor should privately notify any Villagers who had the hair on the back of their necks stand up of this fact, via email or other means.

Acuity Points

Each villager accrues Acuity Points, which are tracked secretly by the Mayor. Whenever any Villager becomes Dead (hereinafter “the deceased"), the Mayor will determine award Acuity Points to the other Villagers, as follows.

If the deceased is a Werewolf, no werewolves may be awarded Acuity Points for the death; similarly, if the deceased is not a Werewolf, only werewolves may be awarded Acuity Points for the death. Also, no Villager may earn more than one acuity point for any single death. Subject to these primary constraints, the Mayor shall award an Acuity Point to any Villager who, in his opinion, contributed to the death of the deceased.

“Contributing to the death of the deceased” includes, but is not limited to:

  • Attacking (as per “Werewolves") the deceased, causing his death
  • Voting FOR the proposal that directly caused the death of the deceased.
  • Creating an item that causes the death of the deceased
  • Providing information that prompts others to kill the deceased.

Victory

If all living Villagers are Werewolves, or all living Villagers are not Werewolves, then the Mayor may post a blog entry announcing this, and listing the Acuity Points of all living and dead Villagers, whether or not they are werewolves, and any other secret information he has been tracking. Upon posting this entry, the rule “Dead Men Tell No Tales” (if it still exists) is repealed.

Following that post, if all living villagers are werewolves, the werewolf (living or dead) with the most Acuity Points, may declare victory and assume the running of the village. Similarly, following that post, if all living villagers are not werewolves, the non-werewolf villager (living or dead) with the most Acuity Points, may declare victory and assume the running of the village.

If at that time there is a tie that results in no Villager achieving victory under this Rule, the Mayor may break the tie by awarding half an Acuity Point to the Villager he feels contributed most to the winning side.

Ghosts

Any villager that is Dead is considered a Ghost. A Ghost may privately email the Mayor announcing their intention to haunt a named Villager's house, in an email with the subject “Haunting [Villager Name]” - upon reception of the email, this Villager becomes that Ghost’s focus.

Whenever a Ghost’s focus is savaged by wolves, the Mayor will email the Ghost with a list of three names; one random Werewolf who was involved in the attack, and two random living Villagers excluding that Werewolf. The Mayor will also email the chosen Werewolf to inform them that they sensed a ghostly figure looking straight at them.

If the focus of a Ghost is ever ‘Out at Night’, then the Mayor shall email the Ghost informing them that the Villager left their house during the night.

When a Ghost starts or stops focusing on a Werewolf, the Mayor shall inform that Werewolf that they sense a presence following or leaving them.

Seance

During any Nighttime period in which a werewolf has already slain a villager, any living villager may make a Seance proposal by posting a Town Meeting with the subject ‘Seance’. Town Meetings may be held during the Nighttime for this purpose only, and only one Seance may be held per Nighttime. Any Villager that votes in the Town Meeting Seance may post a single question to a Ghost, by including the phrase “I ask “Ghost” “Question” in the comment containing their last vote on that proposal, where “Ghost” is the name of any Ghost and “Question” Is any question. Only one Seance can be held per Nighttime. (If a villager was slain when less than 3 hours remained before midnight, or during the Daytime, the seance for that murder may be held the following night instead.)

When a Seance proposal passes, a story post is made (by the enacting admin) with the title “Seance Results”, and the contents of the post will contain each question asked during that seance. Each Ghost may reply to this post a single valid response to each question asked of them, a valid response being “Yes”, “No”, “Maybe”, “I don’t know”, the name of any Villager or Idle Villager or any integer between 0 and 100 (inclusive). The restrictions on dead Villagers found in the rule entitled “Dead Men Tell No Tales” shall not apply to a valid response to such a question.

Investigation

During the daytime, a living villager (the Investigator) may secretly inform the Mayor that they are planning to investigate another living villager (the Quarry) during the next night, for that night only.

If it is daytime and a villager was investigating another villager during the previous nightime, the Mayor shall privately tell that Investigator whether or not their Quarry has been “Out at Night” since the last daytime. In addition, if the Quarry was a werewolf whose target was savaged by wolves during that night, the Mayor shall privately inform the Investigator that their Quarry is a werewolf.

Due to the concentration involved in investigating, and because investigators are often forced to sneak around in dark alleys to perform their work, investigators become easy targets for werewolves. An Investigator who would otherwise have immunity from being killed by werewolves loses that immunity. Otherwise an investigator that does not have immunity from being killed by werewolves may be killed by being targeted for Murder by a single werewolf (instead of the normal 2 required).

If a single living villager is ever investigated by more than one villager at the same time, that villager realizes he is being followed. The Mayor shall privately inform the Quarry of the name of each villager investigating them. If two Villagers are ever simultaneously investigating each other, the Mayor shall inform both Villagers of this fact.

Persona Non Grata

This rule contains the list of Persona Non Grata in Zahndorf. Any Admin may add any Villager who requests to be idled, or who uses their Admin powers to idle themself, to this list. Villagers may also be added to or removed from this list by means of a Town Meeting, whether those added are active or idle.

Villagers are considered to be Dead for all intents and purposes, regardless of the actual status of their Life, as long as they are on the list of Persona Non Grata. However, Dead Villagers may only communicate with Persona Non Grata whose actual Life (as tracked in the GNDT) is Dead.

The following is the list of Persona Non Grata: Clucky, Tiberias

King's Visit

On up to one occasion during a Daytime on or after November 20 (as the Mayor may select), the King will visit Zahndorf. The Mayor will commemorate this visit by posting a story post that identifies each Villager (living or dead) to whom the King awards a medal.

Medals are awarded in accordance with the following criteria: If at the time of the King’s visit a particular Villager has zero Acuity points, then there is a 25% chance that the Villager is awarded a Medal. If at the time of the King’s visit a particular Villager has more than zero Acuity points, then there is an 75% chance that the Villager is awarded a Medal.

Each Villager who has been awarded a Medal will have it added to his respective Inventory.

If the Dynasty ends before the King visits Zahndorf, then this rule is null and of no force or effect.

Glossary

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 Villagers' 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. For example, this italicized text provides an example of the use of italicized text.

Timespans

  • References to "a day" (as an entity rather than a duration, eg. "Sunday") refer to that day in the timezone of the BlogNomic blog, which is considered to be GMT for all purposes.
  • References to a "week" refer to the period of time between the start of a Monday and the end of the following Sunday.
  • All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
  • If a game action is a Daily Action, each Villager able to perform it may take that action once per day, but not more than once every six hours.
  • If a game action is a Weekly Action, each Villager able to perform it may take that action once per week, but not more than once every twenty-four hours.

Keywords

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

Dice

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.

IEEE

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