Ruleset 54

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Henchmen shall 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, entire number and name or type and name. (e.g. This Rule may be referred to as Rule 1.1 Ruleset and Gamestate or the Rule entitled “Ruleset and Gamestate").

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, including replacing Spivak pronouns with the singular "they". A typographical mistake is defined as “A mistake in printing, typesetting, or typing, especially one caused by striking an incorrect key on a keyboard.”

Henchmen

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 shall add her to the roster in the sidebar and the GNDT, at which moment he becomes a Henchman.

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

Some Henchmen are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Henchmen 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 Henchmen 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 Henchmen are not counted as Henchmen. Admins may render a Henchman Idle if that Henchman has asked to become Idle or if that Henchman has not posted a entry or comment for more than 7 days. Admins may de-Idle a Henchman at her request - the Henchman'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 Henchmen receive, if such a value exists.

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

Proposals

Any Henchman may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Henchman 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 Henchman 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 Henchman who made a Proposal has not cast a Vote on it, her Vote is counted as FOR. If a Henchman casts more than one Vote on a Proposal, only the most recent of those Votes is counted. If a Henchman leaves the game or goes Idle, her Vote no longer counts. If a Henchman 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 Overlord. The vote will count as the same as the Overlord's vote. The Overlord cannot cast a vote of DEFERENTIAL. If there is no Overlord, 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 Henchman who proposed it has voted AGAINST it.
  • The Overlord has voted to VETO it.

Whenever an Admin marks a proposal as enacted or failed, he must also mark his name, and report the final tally of votes (or the fact that the proposal was self-killed or vetoed).

Proposals the Overlord has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the Overlord has voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill vote is placed.

Calls for Judgment

If two or more Henchmen actively disagree as to the interpretation of the Ruleset, or if a Henchman feels that an aspect of the game needs urgent attention, then any Henchman may raise a Call for Judgment by posting an entry in the "Call for Judgment" category. If the Henchman 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 Henchmen may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Henchman'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 Henchman 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 Henchman 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 Henchman may update any Henchman's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a Henchman 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.

Henchmen 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 Henchman, known as the Overlord, and is named according to the number of Dynasties he has headed (eg. "The First Dynasty of Myke").

The Overlord may vote to VETO any Proposal.

Victory and Ascension

If a Henchman (other than the Overlord) 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 “Henchmen”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Henchman 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 Overlord has voted on it. Upon resolution, if a Quorum of Henchmen 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 Henchman who made the DoV as its Overlord. (That Henchman may pass this role to another Henchman at this point, if he wishes.) The Hiatus continues until the new Overlord posts an Ascension Address to the BlogNomic weblog - this shall specify the Overlord’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

Continents

There exist seven continents named Europe, Asia, South America, North America, Africa, Oceania and Antarctica.

All henchmen have a location, which is tracked by the GNDT, and which may be any of these continents. New henchmen start at Antarctica.

A henchman may change their location to another continent if they have not done so in the past 72 hours.

The Continents are also listed in the Earth wiki page. This page may hold other information relevant to the gamestate.

Attributes

Each Henchman has several attributes representing measures of their abilities, which are tracked in the GNDT.

Martial Skill

Martial Skill, which may be abbreviated MS for all purposes, is the measure of how a Henchman fares in personal combat.

New Henchmen start with a Martial Skill of 10.

As a weekly action, any henchman may 'train' their Martial Skill if they are located in Asia, South America or Africa. They then either:

  • gains 1 MS for each henchman in South America if they are located in Asia.
  • gains 1 MS for each henchman in Africa if they are located in South America.
  • gains 1 MS for each henchman in Asia if they are located in Africa.

Intelligence

Intelligence, which may be abbreviated INT for all purposes, is the measure of how crafty a Henchman is.

New Henchmen start with an Intelligence of 10.

As a weekly action, any henchman may 'train' their Intelligence if they are located in Europe, North America or Oceania. They then either:

  • gains 1 INT for each henchman in North America if they are located in Europe.
  • gains 1 INT for each henchman in Oceania if they are located in North America.
  • gains 1 INT for each henchman in Europe if they are located in Oceania.

Goatee Length

Goatee Length, which may be abbreviated GL for all purposes, is the measure of how devious and nefarious a henchman is.

New Henchmen start with a Goatee Length of 0.

Standing

Standing, which may be abbreviated STND for all purposes, is the measure of how highly regarded a Henchman is by the other members of the Overlord’s organization.

New Henchmen start with a Standing of 0.

Any Henchman may, at any time, remove any positive amount of their own standing and increase another henchman’s by the same amount so long as their own standing would not fall below zero.

Weapon

Weapon specifies what kind of Weapon the Henchman is using. The only legal values for this attribute are either “Unarmed” or any one of the Weapons listed in the Storage Zone that is currently in stock. A Henchman may change er weapon as a daily action as long as e located on Antarctica, the Weapon is in stock, and all the Requirements of that Weapon evaluate to true for em (or if the Weapon is in stock but has no Requirements).

Muahahahaha...

All new Henchman or idle Henchman who wish to unidle are *ahem* encouraged to state in the post in which they request membership or unidling to include the following text:

“I do solemnly swear by all that is vile and evil that I will follow any and all orders set forth by the Overlord and will do whatever it takes to achieve world domination.”

Influence [Evil]

Each continent has an ‘influence’ value, which is listed on the Earth page and which may not be higher than 100. This is a measure of the Overlord’s influence in that continent.

When the Overlord has an influence of 100 in a continent, all Henchmen should celebrate. All enemy groups in the continent are removed.

Whenever the Influence of a Continent becomes 100, the Overlord may decree any one non-Evil day of the week of their choice to be Evil Day, in addition to any previously existing Evil Days. If a Rule named Evil Day exists, add then the following text to it: “X is Evil Day.” where X is the day decreed by the Overlord.

Enemies

There exist enemy groups, which can only be created by successful proposals. They have 5 statistics: Name (N), Leader (L), App. Number of Members(A#M), Weapons(W), and HQ Location (HQ). What kind of evil villains would we be if we had to find our enemies’ HQs? Name is the name of the group. Leader is the leader of the group. App. Number of Members is the number of members, and must be a number. Weapons is the enemy group’s weapon(s) used. HQ location is the location of the enemy HQ, and must be a continent. Enemy groups are listed on the Earth wiki page, under the header for their HQ continent.

Evil Schemes [Evil]

Whenever a Henchman makes a proposal which they feel to a particularly underhand or devious piece of work, they may draw attention to it as being an Evil Proposal by including the string “[Evil]” in its subject line. Maniacal laughter is optional.

If an Evil Proposal fails without being vetoed or self-killed, then that was exactly what the proposer was expecting - their Goatee Length is increased by 1. If the Overlord votes to VETO an evil proposal, however, this marks it as an excessively clumsy work of evil, and the proposer’s Goatee Length is reduced to 0. If an Evil Proposal passes, then the proposer is obviously not as devious as e believed, and eir GL is reduced by 1.

If a Dynastic Rule is enacted or amended as a result of an Evil Proposal, it shall have “[Evil]” added to its title (unless it’s already there).

While an Evil Proposal is pending, it’s creator may not create another Proposal.

Weapons

Weapons exist. The Storage Zone (SZ) wiki page is used to keep track of weapons, their stats, and whether we have them in stock or not. The stats for a weapon are:

Name: The name of the Weapon. No two weapons may have the same name. This stat is mandatory.

Requirements: A Henchman may not equip this Weapon if any of the statements on the Requirements section evaluate to false for that Henchman. If the requirements cannot be evaluated, e may not equip the Weapon. This stat is optional.

Power: A positive integer or a set of instructions to calculate such number. On the latter case, if an effect asks for a Weapon’s power, it will be the resulting integer after evaluation. If the instructions cannot be evaluated, its power is 1. This stat is optional.

Stock: Must either be “Yes” (the Weapon is in stock) or “No” (the Weapon is not on stock). This stat is always No if the Power of a weapon is not stated.

Boons: A list of numerical modifiers and their associated attributes. Whenever a Henchman joins an Event, if that event requires that Henchman's attributes to be calculated, the henchman shall apply each of the modifiers from their weapon's boon stat to their respective attributes, but only for the purpose of calculating those values (that is, no change is made to their GNDT attributes). Whenever an Event is resolved, if the resolver is required to calculate the attributes of the Participants, for each Participant, the Resolver shall apply that Participant's boon modifiers from any weapon they are using, but only for the purpose of calculating those values (that is, no change is made to the Participant's GNDT attributes). If any of the items in the Boons list is not an attribute modifier, it is ignored. Modifiers shall always be applied from left to right.

A Weapon may be created or modified only through a successful proposal, within the Success clause of an Evil Operation or by Weapon Research.

Research

As a weekly action, a Henchman with an INT of 20 or more may make a Weapon Research (abbr. WR) by creating a Story Post with the text “Weapon Research:” at the beginning of it’s title, followed by the name of the Weapon e intends to create. The story post should go on to describe a single weapon, enumerating all if it’s stats. If the story post defines a valid weapon that doesn’t already exist (ie. there is not another weapon in the SZ with the same name), that Henchman may add it to the SZ, and the new weapon’s Stock stat is set to No.

As a daily action a Henchman with an INT of 15 or more may make a WR Roll, by making a comment to a WR story post and including an INT + GL roll. (A Henchman may make multiple rolls for a single weapon, but each is a daily action). When five or more rolls that equal or exceed 20 have been made on a WR post, any Henchman may set that Weapon’s stock to Yes.

Evil Operations [Evil]

The Overlord may start an Evil Operation by creating a story post. That post will then go on to describe the job, namely:

  • the requirements for joining the operation
  • how the conclusion of the Evil Operation is determined (success or failure)
  • the effects of success and failure.

Any henchman who meets the requirements for the operation may join it by including “I’m in.” in a comment to the post.

After at least 24 hours have passed, the Overlord may resolve the Evil Operation (rolling dice where necessary), and apply its effects (depending on wether it succeeded or failed).

When a Henchman Joins an Evil Operation, that Henchman gets a Free Plane Ticket if their location is Antartica.

Minor Operations

Any Henchman may attempt to start an Evil Operation by creating a non-evil Proposal with the text “Operation:” in the title of the Proposal. That Proposal must include all the required elements of an Evil Operation listed in rule 2.8. If the text included within the Proposal does not include all the required elements of an Evil Operation, the Proposal fails upon enactment. If the Proposal passes, the Admin who enacts it shall create a Story Post with the text of the Operation that was included on the Proposal (and title it the same as the Proposal that started it) and add 1 FPT to the Henchman who proposed the Operation. That post is an Evil Operation and functions as described in rule 2.8, with one exception: any Admin or the Henchman who proposed the Operation may, after at least 24 hours have passed, resolve the Operation (rolling dice and applying effects where necessary).

Evil Day

Monday is Evil Day.

An Evil Action is a weekly action that can only be taken during Evil Day.

Thursday is Evil Day.

Doomsday Device

There exists a wiki page named “Doomsday Device” which describes an overly complicated, goldberg-like device used for torturing prisoners and/or blowing up celestial bodies. Any henchman may, as a weekly action, add another part to this device by describing it in the wiki page. They may then increase their Goatee Length by 1. The Overlord may reward particulary crafty additions by increasing its writer’s Intelligence by 1.

When there are 97 or more different items (entries) in the Doomsday Device, the Overlord may activate it once as an Evil action by making a story post with a poll. On the poll, each Henchman will vote for one Continent. The Continent with the most votes after 48 hours is destroyed (it is removed from the Earth gamestate document), and 100 minus the current Influence of that continent is added to the Overlord’s Standing. In case of a tie, the Overlord will choose one Continent amongst the tied ones. The subsequent fear spread amongst other nations will cause the Overlord’s Influence to be increased by DICE20 in each other Continent (roll the dice independently for each Continent) and the Overlord’s Standing to be increased by the total of these die rolls.

If a Henchman has 25 INT or more, he may add 2 parts to the device per week, instead of just one.

All Henchman, including the Overlord, whose location is the destroyed continent have their GL changed to 0, their INT and ML halved (rounded up) and their location set to Antarctica.

As a daily action, a Henchman may Tinker with the Doomsday Device by rolling DICE97. If the roll was lower than the number of existing entries describing parts of the Device, then the Henchman has accidentally activated the Device, and the Overlord will create an appropriate story post and poll as described in 2.10 Doomsday Device. If the roll was equal to that number of parts, then the Henchman has banged eir head and eir INT is decreased by 5. If the roll was greater than that number of parts, then lugging around those spaceship parts was a good work-out and the Henchman’s MS is increased by 1.

Evil Poetry

As a Weekly action, any Henchman whose Location is Africa, Asia, North America or Europe may post an Evil Poem. If the Overlord deems the Evil Poem to satisfy the requirements of that Location’s Poetic Convention, then the Overlord shall grant to the Henchman who posted it an award (which award shall be determined in the Overlord’s sole discretion and may include, for example, changes in that Henchman’s GNDT statistics, inventory changes, or other gamestate changes).

The Poetic Conventions are as follows:

If a Henchman posts an Evil Poem that the Overlord deems to be particularly bad, or to not be in compliance with the applicable Poetic Convention, the Overlord may in his discretion penalize the applicable Henchman (which penalty shall be determined in the Overlord’s sole discretion and may include, for example, changes in that Henchman’s GNDT statistics, inventory changes, or other gamestate changes).

In judging an Evil Poem, the Overlord is encouraged to consider the difficulty of the form, the level of elegance of the Evil Poem, and the content of the Evil Poem itself (that is to say, an Evil Poem may contain, within the structure of the Evil Poem itself, a request for a particular award).

Free Plane Tickets

Each Henchman has a statistic tracked in the GNDT called “Free Plane Ticket” (abbr. FPT). New Henchman’s FPT statistic starts at 0.

If a Henchman’s FPT statistic is at least 1, they may change their location and decrease their FPT statistic by one. This action does not count as the weekly location change.

If a new Henchman or an idle Henchman requesting or announcing unidling after being idle for at least 1 week includes in their post the text described in the rule “Muahahahaha...”, they receive 1 FPT upon becoming active.

On an Evil day, Henchmen may exchange 3 FFM directly for a change of Location.

Any Henchman may, at any time, remove any positive amount of their own FPT statistic and increase another henchman’s by the same amount so long as their own FPT statistic would not fall below zero.

Frequent Flyer Miles

Each Henchman has a statistic to be tracked in the GNDT called “Frequent Flyer Miles” (abbr. FFM). New henchman’s FFM statistic starts at 0. A Henchman will receive 1 FFM each time they change their location without using a FPT. A Henchman traveling on an Evil Day receives double FFM.

A Henchman with at least 5 FFMs may deduct 5 from their FFM statistic to receive 1 FPT.

A Henchman traveling on an Evil Day receives double FFM.

Any Henchman may, at any time, remove any positive amount of their own FFM statistic and increase another henchman’s by the same amount so long as their own FFM statistic would not fall below zero.

Politics

Whenever a non-Evil proposal passes, the Overlord’s Influence of the Continent the proposer is currently located at is increased by 5, and the proposer’s Standing increases by an amount equal to the increase in the continent’s Influence. If after this Standing is added, that Continent has the lowest Influence or is tied for the lowest amongst all continents, the proposer gets 1 Free Plane Ticket.

Sinister Machinations

Any henchman other than the Overlord may, as a weekly action, increase the Overlord’s influence in the continent they are currently on by (xDICE2)-x, if that continent contains no enemy HQs, where x is calculated any of the ways listed below, and increase their Standing by an amount equal to the increase in the continent’s Influence.

  • If they have higher MS than any other henchman on the continent, they may twist a few arms by setting x to their MS-10 plus the combined GL of all other henchmen on the continent, and reducing their MS by half the difference (rounded up) between their MS and the next highest MS on the continent.
  • If they have higher INT than any other henchman on the continent, they may organize an assault by setting x to their INT-10 plus the combined MS of all other henchmen on the continent-(10 times the number of other henchmen on the continent), and reducing their INT by half the difference (rounded up) between their Int and the next highest Int on the continent.
  • If they have higher GL than any other henchman on the continent, they may subvert the current powers on the continent by setting x to their GL plus the combined INT of all other henchmen on the continent-(10 times the number of other henchmen on the continent), and reducing their GL by half the difference (rounded up) between their GL and the next highest GL on the continent.
  • Unless it would make x less than zero, they may set x to any of their MS-10, their Int-10, or their GL, and reduce that statistic by x/4 rounded up.

Secret Masters

Whenever one or more Henchman vote FOR on a Proposal, if their combined Standing is equal to or greater than the Overlord’s Standing, any existing VETO on that proposal is counted as AGAINST instead.

Secret Agents

Once a week any Henchman not located on Antarctica may create a story post with “Alert!” at the start of its title. The post shall go on to describe the name and known traits of some secret government agent that has been sent in a futile attempt to weaken our organization. The post shall also include the continent where the Agent was spotted (and it has to match the location of the poster at the time of creating the post).

For the next 24 hours after the post was created, any Henchman with at least 2 GL who is located on the continent stated may respond to it by making a comment including a DICEX roll where X is their INT + MS. If the result of the roll is less than 20, the Henchman fails to take down the Agent, loses 2 GL and is sent to Antarctica. If the result of the roll is 20 or greater, the Agent is taken down and no more comments are allowed on that story post, the Influence on that continent is increased by 6 and the Henchman who took the Agent down increases er Standing by the same amount.

If an Agent cannot be taken down within 24 hours or if three Henchmen in a row fail to take the Agent down, the Agent succeeds in weakening the Overlord’s influence, reducing the Influence of that continent (the one specified in the story post) by 12, and reducing the Overlord’s standing by the same amount. After that point, no more comments are allowed in that post.

Events

Evil Operations are Events. Spotting an Agent is an Event.

The Henchman who resolves an Event is the Resolver. Each Henchman that participated in an Event (by following the rules of participation stated in that event’s definition) is a Participant.

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 Enactment 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 IMP 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 Henchmen' 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 Henchman 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 Henchman 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 Henchmen, 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".