Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Players 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.
Anybody may apply to join BlogNomic (if he is not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing her arrival. An Admin will add her to the roster in the sidebar, at which moment he becomes a Player.
A Player may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Player may only change her name as a result of a proposal approving the change.
Some Players are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Players 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 Players 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 Players are not counted as Players. Admins may render a Player Idle if that Player has asked to become Idle or if that Player has not posted a entry or comment for more than 7 days. Admins may de-Idle a Player at her request - the Player's personal gamestate retains the values it had immediately prior to her going Idle. If one or more values would be undefined, it is set to the value new Players receive, if such a value exists.
A single person may not control more than one Player within BlogNomic. If anybody is suspected of controlling more than one Player, then a Proposal may be made to remove any number of such Players from the game, and to bar the perpetrator from rejoining.
Any Player may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Player 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.
Any Player may cast her Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST or DEFERENTIAL.
If the Player who made a Proposal has not cast a Vote on it, her Vote is counted as FOR. If a Player casts more than one Vote on a Proposal, only the most recent of those Votes is counted. If a Player leaves the game or goes Idle, her Vote no longer counts. If a Player votes against her 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 Dealer. The vote will count as the same as the Dealer's vote. The Dealer cannot cast a vote of DEFERENTIAL. If there is no Dealer, 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 Player who proposed it has voted AGAINST it.
- The Dealer has voted to VETO it.
Whenever an Admin marks a proposal as enacted or failed, he must also mark her 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 Players actively disagree as to the interpretation of the Ruleset, or if a Player feels that an aspect of the game needs urgent attention, then any Player may raise a Call for Judgment by posting an entry in the "Call for Judgment" category. If the Player wishes, he 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 Players may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Player'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.
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 Player may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts.
If no Player 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 Player may update any Player's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged - if a Player feels that an alteration goes against the Rules (as they were at the time of the alteration), he may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment shall be raised.
Players 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 Player, known as the Dealer, and is named according to the number of Dynasties he has headed (eg. "The First Dynasty of Myke").
The Dealer may vote to VETO any Proposal.
Victory and Ascension
If a Player (other than the Dealer) believes that he has achieved victory in the current Dynasty, he 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 "Players", "Calls for Judgment", "Gamestate Tracking" and "Victory and Ascension".
Every Player may respond to an active DoV saying whether or not he 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 Dealer has voted on it. Upon resolution, if a Quorum of Players 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 Player who made the DoV as its Dealer. (That Player may pass this role to another Player at this point, if he wishes.) The Hiatus continues until the new Dealer posts an Ascension Address to the BlogNomic weblog - this shall specify the Dealer'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.
The Good, The Bad, and The Ugly.
There shall be a wiki page titled Wanted Posters. There shall be a section for each player. At any time, a player may post in their section of the document a picture of a person in the “Wild West” theme. This is considered to represent the likeness of the player.
Each Player in Nuttal & Mann's Saloon has their own battered deck of poker cards, consisting of four suits (Clubs, Diamonds, Hearts and Spades), each suit having nine number cards (two through ten), one Ace, one Jack, one Queen and one King. The decks have no Jokers.
If a Player has no deck, they should pick one up from the BlogNomic Poker Deck Trading Post. This sequence of cards should be noted privately by the Player, and the "Cards printed by:" checksum must be stated in a public comment and/or noted on the Player's Wanted Poster. Until the checksum has been stated, the player is not considered to have a deck.
The wiki page Poker Hands is a gamestate document that may be referred to as the “Poker Hands Page”.
There is a GNDT statistic column entitled “Poker Table”. Each Player’s entry in the “Poker Table” column shall be exactly one of the following: “Button”, “Yes” or “-”. Only one Seated Player can have an entry of “Button”, and that player may also be referred to as the “Button Player”. An entry of “Button” or “Yes” indicates that the Player is seated at the Table and is playing Hold-Em Poker (and such a Player may be referred to as a “Seated Player"). An entry of “-” indicates that the Player is idle or otherwise not seated at the table and playing Hold-Em Poker, and may be referred to as an “Unseated Player"). An Unseated Player may not become a Seated Player except during the time period after the conclusion of a hand of Hold-Em Poker and the start of the next hand of Hold-Em Poker
During a hand of Hold-Em Poker, Seated Players play in turn in the order in which their names are listed in the GNDT, beginning with the first Seated Player whose name is listed immediately after the Seated Player who has the Button (wrapping around to the top of the list, if necessary). After each hand of Hold-Em Poker, the status of Button Player changes to the next Seated Player listed in theGNDT after the Seated Player who had the Button for the completed hand.
If, at any time, the Button Player goes idle or otherwise leaves the table, the Button goes to the previous Seated Player listed in the GNDT.
At any time, a player may change their Poker Table status to "-" (getting up from the table) in the GNDT.
There is a statistic “Money” (which may be abbreviated as “$"), tracked with respect to each Player in a column in the GNDT. Each Player’s Money statistic (and that of the Pot) must at all times be an integer value. A Player whose Money statistic is not a positive integer value is “Busted”. Game actions such as spending money, betting money, winning money from the Pot and so forth are taken by appropriately incrementing and/or decrementing the Money statistics of the appropriate Players and/or that of the Pot.
New players receive a $300 Money statistic upon joining.
There is a row in the GNDT entitled “The Pot” which is used to track the amount of Money in the Pot at any given time. The “The Pot” row in the GNDT shall be made distinct from the rows setting forth statistics for Players, so as to make it clear that The Pot is not a Player.
Dealing and Play
A Hand of Poker commences when the Dealer posts a story post (which will be stickied) that declares that the Hand has commenced. The Story Post will state the Hand Number (hands will be numbered consecutively starting with Hand #1), the Ante for that Hand, and any other pertinent information.
Each Seated Player shall obtain a new Deck of Cards from the BlogNomic Poker Deck Trading Post for use in that Hand, and shall make a comment of “HAND#X DICE52 DICE52” (where X is the hand number) (such comment is called the player’s “Hole Card Draw”. If the results of both dice rolls in the Hole Card Draw are the same number, then the Seated Player shall make another Hole Card Draw comment to the GNDT, repeating as necessary until the results of both dice rolls are not identical to each other. The Seated Player shall then post a comment to the Story Post for the Hand that states the numeric results of the Hole Card Draw dice rolls and the “Cards printed by:” checksum for that Seated Player’s Deck of Cards (example: Spikebrennan cards 14, 26, Cards printed by: J. J. Grimes Printing, Elko”. The Seated Player’s “Hole Cards” for that Hand, then, shall be the cards corresponding to the number of the Deck of Cards (for example, if Spikebrennan’s Hole Card Draw were to be 1,2 and the first and second numbered cards in Spikebrennan’s Deck of Cards are 7 of hearts, 2 of spades, then Spikebrennan’s Hole Cards are 7 of hearts, 2 of spades). If any Seated Player fails to make such a comment within 96 hours after the Dealer posts the story post that announces the commencement of the hand, then the Dealer may (but is not required to) cause such Seated Player to become Unseated.
All Seated Players then Ante, which occurs only once per Hand. This is accomplished by deducting, in the GNDT an amount from each Seated Player’s Money equal to the Ante and adding that amount to the Pot. (The Dealer may do this at the commencement of the Hand, or any Player may do so).
The first Round of the Hand occurs before any Community Cards are dealt. The First Round proceeds as follows. Play begins with the Seated Player listed in the GNDT after the Button Player. That Player may Raise or Fold. To Raise, the Player deducts an amount from his Money (but not more than all of his Money) (provided that if the Player in question is not the first to act in that Round, then the amount of the Raise must be more than the amount needed to Call) and adds that amount to the Pot, and posts a comment to the GNDT in substantially the form “HANDx ROUNDy raise Z” where x is the Hand Number, y is the Round number, and Z is the amount of the Raise. To Fold, the Player posts a comment to the GNDT in substantially the form “HANDx ROUNDy folds”, and thereafter that Player ceases to participate in that Hand. Upon completing the action, the Player changes his own “Turn” entry in the GNDT to “-” and changes the “Turn” entry to the next succeeding Seated Player who has not yet folded to “X” to indicate that it is now that Seated Player’s turn to act. The next Seated Player then acts. That Player may Call, Raise or Fold. To Call, the Player deducts from his Money (but not more than all of his Money) an amount equal to the last Raise by any Seated Player in that Round, less any amount already added to the Pot by that Player in that Round. The Round then proceeds until the last act by each Seated Player in that Round was either a Call or a Fold. No Player may Check before the Flop.
The Dealer then posts a comment to the story post for that Hand that identifies the first three Community Cards, which cards are collectively known as the Flop.
If the Dealer fails to do so within 24 hours of becoming eligible to do so, any other Player may do so. In either case, the determination of the Community Cards for the Flop, the Turn and the River shall be in accordance with the sub-rule “Choosing Cards”.
The second round of play for the Hand then commences.
Play begins with the Seated Player listed in the GNDT after the Button Player. That Player may Check, Raise or Fold. To Check, the Player makes a GNDT comment of “HANDx ROUNDy check” and does not deduct any amount from his Money or add any money to the Pot. However, no player may Check if any player has Raised during that Round. The Round then proceeds until the last act by each Seated Player in that Round was either a Check, a Call or a Fold.
The Dealer then posts a comment to the story post for that Hand that identifies the fourth Community Card, which card known as the Turn.
If the Dealer fails to do so within 24 hours of becoming eligible to do so, any other Player may do so.
The third round of play for the Hand then commences. Play proceeds as per the second round of play.
The Dealer then posts a comment to the story post for that Hand that identifies the fifth Community Card, which card known as the River.
If the Dealer fails to do so within 24 hours of becoming eligible to do so, any other Player may do so.
The fourth and final round of play for the Hand then commences. Play proceeds as per the second round of play until all Seated Players who have not Folded have Checked or Called, in which case each such Seated Player must post a comment to the GNDT that reveals his Hole Cards for that Hand. The winner of the Hand is then determined per the Poker Hands Page by comparing the best five-card Poker Hand held by any such Seated Player (including one or both of such Seated Player’s Hole Cards and the balance of the cards in the five-card hand from the Community Cards. No Community Card may be used by a particular Seated Player during a particular Hand more than once.
If, at any time during the Hand, there is only one Seated Player who has not Folded, that Player wins the Hand.
Once the winner of the Hand is determined, the winner adds to his Money an amount equal to the amount of Money in the Pot, and sets the Pot at zero. If two or more players who have not Folded have equally ranked hands per the Poker Hands Page, then they split the Pot equally with all fractions rounded down.
There will be a GNDT entry entitled “TBTH” for each player. This column will track each player’s Total Bet This Hand. Every time a player calls or raises, the amount of their call or raise is added to the TBTH column. At the end of each hand, all player’s TBTH columns are reset back to 0. For example, if a player bets $50, and then later in the hand raises $25, their TBTH would be $75.
There will also be a GNDT entry entitled “TBTR” for each player. This column will track each player’s Total Bet This Round. Every time a player calls or raises, the amount of their call or raise is added to the TBTR column. At the end of each round, all player’s TBTR columns are reset back to 0. For example, if a player bets $50, and then later in the round raises $25, their TBTR would be $75.
If during a Hand it becomes a particular Seated Player’s turn to act (i.e., Check, Call, Raise or Fold, as applicable) and that Seated Player fails to take one of those valid actions within 48 hours after it became his turn to act, then the Dealer or any Player may cause such Seated Player to Fold.
To choose cards for purposes of determining the three cards included in the Flop, or the Turn card, or the River card, the Dealer (or Player, as applicable) proceeds as follows. The wiki page User:Spikebrennan/Deck-1 [which can be renamed and/or moved by an admin as appropriate] is a gamestate document. To determine the Flop cards, the Dealer (or Player, as applicable) makes a GNDT comment of HAND#x FLOP DICE52 DICE 52 DICE52. If all of the three dice rolls result in different numbers then the Flop cards are the cards identified by the numbers corresponding to those dice rolls in the list on that Wiki page. To determine the Turn card, the Dealer (or Player, as applicable) makes a GNDT comment of HAND#x TURN DICE 52. If the dice roll is different than any of the Flop rolls, then the Turn card is the card identified by the number corresponding to that dice roll in the list on that Wiki page. To determine the River card, the Dealer (or Player, as applicable) makes a GNDT comment of HAND#x RIVER DICE 52. If the dice roll is different than any of the Flop rolls or the Turn roll, then the River card is the card identified by the number corresponding to that dice roll in the list on that Wiki page. If the Flop roll contains any duplicate dice results, the Flop roll is re-rolled until there are no duplicates. If the Turn or the River roll duplicates any earlier roll during that hand, the Turn or River roll is re-rolled until there are no duplicates.
There is a GNDT statistic column entitled “Turn”. Each Player’s entry in the “Turn” column shall be either “-”, “o” or “x”. Any Player who is not a Seated Player, or who has Folded during a Hand in progress has an entry of “o”. The one Seated Player whose turn it is to play shall have an entry of “x” and all other Seated Players shall have an entry of “-”.
Each Player has a statistic “Drink” to be tracked in the GNDT. This statistic should be set to “none” for new Players.
Any Player may, if he has enough money and his “Drink” statistic is currently set to “none”, purchase a drink by subtracting the cost of the drink from his “Money” statistic and entering the name of the drink in his “Drink” statistic.
Any Player (the “Buying Player") may, if he has enough Money and the “Drink” statistic of a particular other Player is then set to “none”, purchase a Drink for that other Player by subtracting the cost of the drink from the Buying Player’s own “Money” statistic and entering the name of the drink in the other player’s “Drink” statistic.
The only available drinks and their costs are listed in the rule “List of Drinks”.
Any Player may, if his “Drink” statistic is not set at “none”, drink his drink by setting his “Drink” statistic to “none” and immediately applying any special effects of that drink as specified in the rule “List of Drinks”, or he may alternately set his drink to “none” with a GNDT comment “pouring it out” without the drink’s special effects activating, but he must also set his Courage status to “Yellow”.
List of Drinks
- Pint of Beer - $5
- Shot of Whiskey - $10
If a Player drinks a Shot of Whiskey, then during the next 24 hours, if that Player participates in a Shootout and has a lower Quick Draw than his opponent in the Shootout and if his opponent in the Shootout Wounds him, then he may nonetheless return fire and attempt to Wound the opponent by rolling DICE2 per the rule Gunslinging as if he were not Wounded. (The Shot of Whiskey does not protect the drinking Player from becoming Wounded, it simply prevents the Shootout from automatically ending before the drinking Player can return fire if the drinking Player becomes Wounded).
- Mixed Drink - $15
If a player drinks a Mixed Drink during a hand, then instead of being taxed for the first time on that hand, he challenges Uncle Sam to a shootout. Uncle Sam will always accept. After the shootout, if the challenging player is Wounded, Uncle Sam takes money equal to double what the player would have been taxed. If both players are Healthy, then the challenging player is taxed for the original amount. If Uncle Sam is wounded, the challenging player isn’t taxed and Uncle Sam has his health changed to Healthy.
- Black and Tan - $10
A Black and Tan may only be legally drunk by a Seated Player, during a Hand, if that Player has not Folded and if the River card for that Hand has not yet been dealt. A Player who legally drinks a Black and Tan causes the suits of his two Hole Cards to be switched (such that if the Player’s Hole Cards were Ace of Spades, Seven of Hearts immediately before drinking the Black and Tan, then the Player’s Hole Cards become Ace of Hearts, Seven of Spades).
- Vodka - $15
This drink counts an extra -1 when calculating QD when drunk. If a Yellow Player attempts to drink this drink, he instead rolls a DICE2 in the GNDT. If the roll is 1, he drinks the drink normally and sets his Courage statistic to "-". If the roll is 2, he instead pours out the drink and becomes Unseated (if he was Seated prior to rolling).
- Fruit Drink - $10
After purchasing a Fruit drink, the buyer shall make a FRUIT roll in the GNDT. The result is the kind of fruit drink the buyer has bought.
When drinking a fruit drink, the effects are dependent on the type of fruit drink it is as follows:
Cherry: Sets the drinker’s courage status to “-” if it is not already.
Grape: The drinker stains their shirt and must deduct $5 from their total money to have it cleaned.
Kiwi: Add $20 to the drinkers total money.
Lemon: Sets the drinker’s courage status to “Yellow” if it is not already.
Orange: If the drinker’s health status is not “healthy”, change it to “healthy”.
Tangelo: The drinker shall choose one card in their hand and make a roll in the GNDT to change it, rerolling if it is the new roll is the same as their old roll or the same as the the roll for the other card they hold.
Fruits drinks do not count when calculating the QD for a shootout.
A player may have a profession. This profession may be anything that could be considered a profession in wild west times. To choose a profession, a player may make an entry in their section of the Wanted Poster document titled "Profession" and states the name of their profession. This may be done one time. If the dealer decides that a profession does not fit the wild west theme, e may request that the player change their profession to something else.
Each Player has a Health statistic, tracked in the GNDT. The permitted values are “Healthy” and “Wounded” (which may be abbreviated for all purposes, including the GNDT, as H and W, respectively). All Players initially have the Health status of Healthy. If a Player becomes Wounded, he automatically becomes Unseated, and no Player who is Unseated may become Seated if he is not Healthy.
Each Player has Quick Draw statistic (which term may be abbreviated as “QD"), which is an integer determined as follows: (DICEROLL minus the number of Drinks that the Player has drunk within the past 48 hours). DICEROLL is DICE5, and is rolled exactly once the first time that the Player participates in a Shootout (which means that the Quick Draw statistic of a given Player cannot be determined until the Player is about to participate in his first Shootout, but the base value of his Quick Draw would then become fixed). Each Player’s QD is tracked in the GNDT as “-” until it is determined in accordance with the previous sentence, and as the appropriate integer afterwards.
As a Daily action, any Healthy Player may challenge any other Healthy Player to a Shootout by making a post to the main blog to that effect. Upon making the challenge, the challenged Player must, within 72 hours, post a comment to that post that states either “I accept” or “I run away”. The challenged Player may not take any Poker game action (Check, Call, Raise) other than “Fold” until the challenged Player either posts such a comment or the 72 hour period elapses. If the challenged Player accepts then the Shootout occurs. A Shootout proceeds as follows: The Quick Draw statistics of both Players participating in the Shootout are determined (which may include rolling their DICEROLL if that value has not been previously determined in connection with an earlier Shootout). The Player with the higher Quick Draw then acts first by rolling DICE2: if the result of the roll is 1 then the other Player becomes Wounded and the Shootout ends. If the result of the roll is 2 then the other Player rolls DICE2, whereupon if the result of the roll is 1 then the first Player becomes Wounded and the Shootout ends, but if the result of the roll is 2 then the Shootout ends without either Player becoming Wounded. If the challenged Player states that he runs away or if the challenged Player fails to post a comment to that post by that deadline, then the Shootout does not occur but the challenged Player becomes Yellow.
If both Players involved in the Shootout have the same QD statistic, then one DICE5 is rolled for each Player involved. Repeat this process until the dice rolls are different for each Player. The Player with the higher dice roll acts first as described above.
Each Player has a statistic tracked in the GNDT named Forced Hand, which may have a value of ‘-’ or the name of any active player. All players begin with a Forced Hand of ‘-’, and may change their Forced Hand at any time back to ‘-’.
As a Weekly action, a player may Force the Hand of another targeted player, by making a post to that effect in the main blog and changing their Forced Hand in the GNDT to the targeted player.
If another player challenges a player to a shootout who has him as the target of a Forced Hand, the shootout will be resolved immediately, without figuring the players’ Quick Draw, and with the challenged player automatically winning the draw.
If, at the end of a shootout, there is one non-Wounded Player and one Wounded Player, then the non-Wounded Player may roll DICEX in the GNDT and subtract that money from the Wounded Player’s money statistic and add it to his own, where X is the amount of money the Wounded Player has at the time of the roll.
If at any time a player bets all of his money on a single hand he is considered all in. Once having gone all in, a player may not make any more bets during that hand. Any bet which would be considered a raise to the all-in bet would then be distributed into a Side Pot, in such a way so that the portion of the raise that calls the all-in bet is placed in the main pot (i.e. “ThePot"), and the remainder of the raise then placed into a separate GNDT row entry entitled “SidePotX”, where X is the number of the Side Pot (in cases where more than one side pot exists). If there is a bet of all-in after an initial bet of all-in has been placed, another entry in the GNDT is created entitled “SidePot(X+1)” where X is the number of the previous SidePot GNDT entry.
If a player makes a bet of all-in that is not high enough to call any previous total bet (including another all-in bet), another side pot is created in accordance with the rules for creating side pots above. The main pot will then be adjusted to reflect the maximum winnable by the player still invested in any pot with the smallest total bet, and any remaining balance will then be distributed into the remaining side pots in such a manner that each side pot, if added to the main pot, then reflects the total winnable by the player with the smallest total bet still invested in that side pot.
The players who are invested in the side pot with the fewest invested players determine the winner of that pot in accordance with the rules for determining winners of hands. The winner of that pot then becomes invested in the side pot with the next fewest invested players (or the main pot if there are no other side pots), and winners for each side/main pot are determined as usual. A player who makes an all-in bet is not eligible to win any of the money in a side pot they are not invested in. A non-seated player may not be invested in any pot.
There is a statistic for each Player, tracked in the GNDT, called “Courage”. The permitted values of “Courage” are “-” and “Yellow”. All Players initially begin with a Courage of “-”. A Player who has a Courage statistic of “Yellow” may be described as a “Yellow Player”, and any reference in the ruleset to a Player becoming Yellow or ceasing to be Yellow refer to appropriately setting the Player’s Courage statistic. If a Player is Yellow, then he may not Raise in a Poker game unless the Player has drunk a drink per the rule “Drinking” within the last hour. If a Player is Yellow, is for any reason unable to drink a drink, and is in a situation in a Poker game where the Player must either Raise or Fold, then the Player automatically folds. A Yellow player is also automatically considered to have a lower Quick Draw in any Shootout in which he participates. A Yellow Player ceases to be Yellow if: (1) he wins a hand of Poker (i.e., wins The Pot), or (2) Wounds another Player in a Shootout.
The Dealer may, from time to time, make a post to the main blog (such post is referred to as a Train Post) that a Train is scheduled to stop in town at a particular date and time (such date and time is referred to as the Scheduled Arrival Time), and that the Train carries X Guards and Y Safes (where each of X and Y is a positive integer). The names of the Guards will also be included in the Train Post for ease of reference when resolving the Shootout).
After the Dealer posts a Train Post, any non-Wounded, non-Yellow Player may make a post to the main blog stating that he is forming a Gang to attempt to rob the Train (such post is referred to as a Gang Post). The Player who posts a Gang Post is deemed to become the Gang Leader and to join the Gang formed by virtue of that Gang Post. An Unseated Player who is non-Wounded and non-Yellow may join a Gang by posting a comment to that effect to its Gang Post, however comments by any Player who is Wounded or Yellow or Seated at the time that the Train Robbery attempt commences will be disregarded and such Players are not deemed to be part of that Gang. If, with respect to a particular Train, more than one Player posts Gang Posts, then only the first one to result in a Train Robbery attempt commencing will be given effect.
A Train Robbery attempt commences when a Gang Post results in a formation of a Gang including a number of non-Wounded, non-Yellow Players exactly equal to the number of Guards carried by that Train—once the Gang has this number of Players as members, no additional Players may be admitted as members to it. Once a Train Robbery attempt commences, all other Gangs are disbanded and no further Gangs can be created until the next Train Post.
A Train Robbery attempt is resolved as follows: Each Player in the Gang that attempts the Train Robbery engages in a Shootout with one of the Guards (for example, if there are three Players in the Gang, then Player 1 engages in a Shootout with Guard 1, Player 2 with Guard 2, and Player 3 with Guard 3). In any Shootout that is part of a Train Robbery, no participant can run away. If a Player or Guard becomes Wounded, he ceases to participate in the Train Robbery. If after a set of Shootouts in a Train Robbery attempt is resolved all Gang members are Wounded (even if all Guards are also wounded), then the Train Robbery attempt fails and the train returns to Chicago and does not stop in town. If after a set of Shootouts in a Train Robbery attempt is resolved at least one Gang member is not Wounded but all Guards are wounded, then the Train Robbery attempt succeeds and (1) the amount of Money in the Train is determined by rolling a number of DICE50 in the GNDT equal to the number of Safes on the train, and (2) such amount of Money in the Train is divided equally (with fractions rounded down) among all unwounded Gang members who participated in the Train Robbery attempt. If after a set of Shootouts in a Train Robbery attempt is resolved not all Gang members are wounded and not all Guards are wounded, then the unwounded Gang members must engage in subsequent Shootouts with unwounded Guards (with the Gang Leader deciding which Players and which Guards participate in each such shootout) until the Train Robbery attempt either succeeds or fails. The Gang Leader shall resolve all Shootouts in a Train Robbery in accordance with the foregoing.
If no Train Robbery attempt is made on a particular Train then it arrives in town at the Scheduled Arrival Time and the amount of Money in the Train is divided equally among all Players (with fractions rounded down).
Dealing from the Bottom
A player may, when revealing their Hole Cards, substitute any one or two cards for the actual cards dealt.
Any seated player with a courage that is not "Yellow" may accuse another player of cheating by making a blog post to that effect, creating a state of open accusation. If the accused player does not then post his entire unaltered deck to a wiki post within 96 hours, his courage will be changed to "Yellow". Otherwise, if the deck reveals that the accused player cheated in the game, then the accused player will become unseated, and his courage will be changed to "Yellow"; or if the deck vindicates that player, showing that he did not cheat, then the accusing player's courage shall instead be changed to "Yellow". Any of these outcomes (a time out, or the revelation of the player's deck) will close the state of accusation.
While there is at least one open accusation, then no player may win the hand.
A Player has achieved Victory if:
- that Player has an amount of Money greater than the total amount of Money held by all other non-Wounded active Players;
- the Player is neither Wounded nor Yellow, but every other Player is either Wounded or Yellow (or both).
Anything You Can Do
Any action that requires a player to be Unseated may be performed by a Seated player, with the exception of Calling and Raising. This rule supercedes all previously enacted rules.
As a daily action, a player may wager a positive amount of money on the slot machines. To do this, he decreases his money by X where X is a positive integer value, called his wager. A player may not wager more money than he actually has.
The player doing the wager then rolls a DICE10 DICE10 DICE10. These three dice are called the first slot, second slot and third slot respectively.
If the second slot and the third slot are the same number, but the first slot is not, the player gains X * Y money where X was his wager and Y was the value of the matching pair in the dice rolls.
If all three slots show the same number, the player gets 10 * X * Y money where X was his wager and Y was the value of the matching triplet in the dice rolls.
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 Players' 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.
- If a game action is a Daily Action, each Player 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 Player able to perform it may take that action once per week, but not more than once every twenty-four hours.
- Quorum is equal to half the number of Players, 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 IEEE auxiliary verbs used in Blognomic are:
- Is required to: "shall";
- Is recommended that: "should";
- Is permitted to: "may";
- Is able to: "can".