Ruleset and Gamestate
This is the Ruleset for BlogNomic; all DDA Members 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.”
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 DDA Member.
A DDA Member may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A DDA Member may only change her name as a result of a proposal approving the change.
Some DDA Members are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. DDA Members 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. New admins shall be given the GNDT configuration password when they become admins.
Some DDA Members 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 DDA Members are not counted as DDA Members. Admins may render a DDA Member Idle if that DDA Member has asked to become Idle or if that DDA Member has not posted a entry or comment for more than 7 days. Admins may de-Idle a DDA Member at her request - the DDA Member'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 DDA Members receive, if such a value exists.
A single person may not control more than one DDA Members within BlogNomic. If anybody is suspected of controlling more than one DDA Member, then a Proposal may be made to remove any number of such DDA Member from the game, and to bar the perpetrator from rejoining.
Any DDA Member may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the DDA Member 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 DDA Member 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 DDA Member who made a Proposal has not cast a Vote on it, her Vote is counted as FOR. If a DDA Member casts more than one Vote on a Proposal, only the most recent of those Votes is counted. If a DDA Member leaves the game or goes Idle, her Vote no longer counts. If a DDA Member 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 DDA Commander. The vote will count as the same as the DDA Commander's vote. The DDA Commander cannot cast a vote of DEFERENTIAL. If there is no DDA Commander, 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 DDA Member who proposed it has voted AGAINST it.
- The DDA Commander 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 DDA Commander has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the DDA Commander 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 DDA Members actively disagree as to the interpretation of the Ruleset, or if a DDA Member feels that an aspect of the game needs urgent attention, then any DDA Member may raise a Call for Judgment by posting an entry in the "Call for Judgment" category. If the DDA Member 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 DDA Members may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a DDA Member'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 DDA Member 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 DDA Member 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 DDA Member may update any DDA Member's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged - if a DDA Member 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.
DDA Members 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 DDA Member, known as the DDA Commander, and is named according to the number of Dynasties he has headed (eg. "The First Dynasty of Myke").
The DDA Commander may vote to VETO any Proposal.
Some Dynasties (called Metadynasties) have no DDA Commander and are named according to the number of Metadynasties of Blognomic (eg. First Metadynasty). Metadynasties may only be started by a successful Proposal, CfJ, or as allowed by another rule.
When a Metadynasty begins, the previous Dynasty ends and all Dynastic rules are repealed. The theme (and appropriate substitution of keywords) may be chosen by any method deemed necessary.
Because there is no DDA Commander, DEFERENTIAL votes are counted as explicit votes of abstention and no one may VETO a Proposal.
Victory and Ascension
If a DDA Member (other than the DDA Commander) 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 “DDA Members”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.
Every DDA Member 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 DDA Commander has voted on it. Upon resolution, if a Quorum of DDA Members 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 DDA Member who made the DoV as its DDA Commander. (That DDA Member may pass this role to another DDA Member at this point, if he wishes.) The Hiatus continues until the new DDA Commander posts an Ascension Address to the BlogNomic weblog - this shall specify the DDA Commander’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.
A DoV may not be started in the period between a passing DoV and that DoV’s Ascension Address.
Each DDA Member is equipped with an advanced energy field device known as a “Dimensional Rift Container” (abbr. DRC) as well as a number of energy cells that are required to operate it. Each DDA Member shall track the amount of energy cells e owns in the GNDT, under a column named “Energy”, whose value must always be a positive integer (or zero), and may never exceed 30 (if it would exceed 30, it is set to 30 instead). New DDA Members start with an Energy value of 0.
As a weekly action, a DDA Member may “Restock” by increasing er energy cells by 10 and including the word “Restock” in er GNDT comment where e increases er cells.
As a weekly action, a DDA member may make a story post with the text “Contain” followed by the name of an un-contained Planar Entity at the beginning of the title. This is called a Containment Post. Any DDA member may then make a comment to that entry that includes an integer number of energy cells whose absolute value does not exceed that DDA member’s Energy statistic. That DDA member shall then subtract the absolute value of the number in his comment from his energy statistic.
The energy used in the attempt is calculated by adding up all the numbers in the comments. After 24 hours have passed since the story post was posted, any Admin may resolve the post by rolling a DICEX in the GNDT, where X is the energy used in the attempt plus 20. If the result is greater than the energy used in the attempt, the Containment Post failed and the Planar Entity has escaped. If the total is less than or equal to the energy used in the attempt, the Containment Post was successful, the Planar Entity has been contained and the text “(Contained)” is appended to the end of that Planar Entity’s entry in the “Planar Entities” wiki page.
A contained Planar Entity may not use abilities of Tech, post comments to Containment story posts nor perform a Restock, for as long as it is Contained.
Each DDA Member’s energy cells are of a specific color, to be tracked in the GNDT under ‘Energy Color’. DDA Members shall initially decide on their Energy Color by posting a comment in the GNDT consisting of the string ‘COLOR’, so that in the Change Log, their Energy Color is the text succeeding the colon in their comment.
There exist a number of beings known as Planar Entities, also known simply as Planars. Each Planar that is recognized will be listed under the Planar Entities wiki page. The Planar Entities wiki page may not be modified except by a successful proposal or if allowed by another rule. If a successful proposal recognizes a Planar Entity, it shall be added to the Planar Entities wiki page.
Each Planar Entity has an attribute called “Alignment” whose value is either “Allied” or “Enemy”. The Planar Entities wiki page is divided into two sections, “Allied Planars” and “Enemy Planars”. Planars in the Planar Entity wiki page shall be listed in the appropriate section depending on their Alignment. If a DDA Member is a Planar, it’s Alignment is always Allied. If a Planar’s alignment is not specified when created, it is considered Enemy. The DDA Commander may, at any time, modify the Alignment of any Planar Entity, as long as such modification is valid.
Planar Entities may be “Managed” by a DDA Member. This means that the DDA Member that manages a Planar Entity takes all decisions and actions on behalf of that Planar. To make a Planar become Managed, the DDA Commander shall create a story post with “Planar Management:” at the beginning of its title. In the post, the DDA Commander shall go on to list any number of Planar Entities who are not DDA members. Any listed Planars that were already managed are no longer managed.
DDA Members may comment on that post including the name of one of the listed Planars. Each DDA Member can only make up to one comment per Planar Management post. After that, the DDA Commander may send a PM to each one of those DDA Members confirming that the Planar Entity is under their management. Whenever the DDA Member wishes the Planar Entity to take action or make a decision, e shall send a PM to the DDA Commander describing the action or decision. The DDA Commander may then, within a period of 24 hours, complete that action or make that decision public, in compliance to the rules that allow those actions or decisions.
Unmanaged planar entities are treated as if they are managed by the DDA Commander.
A non-DDA-Member uncontained Planar Entity may board any Spaceship owned by a non-DDA-Member Planar Entity at any time unless it left a Spaceship less than 48 hours ago. While such a Planar Entity is aboard a Spaceship, it may not become Contained. The Spaceship boarded by a Planar is tracked in the Planar Entities wiki page.
Each DDA Members has a Rank, and Organization of Origin (OOO) tracked in the GDNT. As a daily action, a DDA Member may change his rank to any other rank in the sub-rule 2.3.1 “Ranks” for which he meets the requirements. If at anytime a DDA Member has their Rank removed, that DDA Member’s Rank is set to Private. A Member’s Organization of Origin (OOO) cannot be changed unless their OOO is currently “-“ or specified otherwise within the rules. A DDA Member’s Organization of Orgin may only ever be “-“ or an Organization listed in the sub-rule “Organizations”.
Each Rank has a Name (N), a Prerequisite (P), and a Benefit(B).
- N:Private; P: None; B: None
- N:Commander; P: DDA Member must be the DDA Commander; B: The Commander may, as a weekly action, change the Rank of any one DDA Member to any other rank, even if they do not meet the prerequisite for that Rank. When doing so the Commander shall change the rank of the DDA member to the appropriate rank followed by SbC.
- N:Energy Clerk;P: DDA Member must have at least 25 Energy, and there must not be another DDA Member with the rank of Energy Clerk; B: The Energy Clerk may, as a weekly action, increase the Energy of any other DDA Member by 20.
Each Organization has a Name (N) and a Benefit (B)
N: X-Com; B: Members of X-Com gain an additional 2 Energy when performing a Restock
N: Blackwood Institute; B: Members of Blackwood Institute subtracts 3/4 the amount of energy (rounded up) than normal when containing a Planar Entity.
N: Torchwood; B: Members of Torchwood treat all technology as having a Technology Score of 2 less than what is given.
N: The Federation; B; Members of The Federation treat all Spacecraft as having a Crew Size of 10 larger than what is given.
N: Energist Corporation; B; Members of Energist Corporation have a maximum of 33 energy instead of 30.
Each DDA Member has a Dossier that tracks the tech they own and what space ship, if any, that DDA Member is aboard, and his title, if he has one. This information is tracked on the wiki page Member Dossiers. The Member Dossiers wiki page may not be modified except by a successful proposal or if allowed by another rule. If a new DDA Member becomes unidle or joins the game, their name is added to the Member Dossiers wiki page.
A DDA Member or Planar Entity may be the owner of zero or more pieces of Space Technology (abbr. Tech). DDA Members and Planar Entities may only acquire or lose Tech by way of a successful proposal or as described by a rule. Only Tech defined within the Space Tech wiki page is elegible for owning. Each Tech must have its own section within the Space Tech wiki page, where it’s properties are defined. A Tech’s properties include it’s Name, Tech Level, Description, Ability, Energy Cost and Code. No two Tech’s may have the same name. Tech Level must be a positive integer equal to or lower than 100. Description is a block of flavor text that gives background information on the Tech. A Code is a three letters acronym for the Tech that may be used as an abbreviation when refering to it, and it appears in parenthesis next to the Tech’s name in the Space Tech wiki page.
As a daily action, a DDA Member who owns Tech may use that Tech’s ability by paying the amount of Energy stated in the Energy Cost of that Tech and following any instructions specified on it. The Energy Cost of a Tech must be an integer greater than or equal to 2 and no larger than 30. If a Tech’s ability targets a DDA Member, a story post must be created anouncing the target within 12 and 24 hours prior to the use of the ability. The User of a Tech is the DDA Member who activated it.
The Space Tech wiki page may not be modified unless by a successful proposal or as described by a rule. Each DDA Member keeps track of the Tech he owns in the “Member Dossiers” wiki page. Whenever a DDA Member acquires a Tech, that Tech’s Code is added to that DDA Member’s list of Techs in the wiki page. Whenever a DDA Member loses a Tech, that Tech’s Code is removed from that DDA Member’s list of Techs in the wiki page. If a Planar Entity that is not a DDA Member owns any Tech, it will be tracked in the Planar Entities wiki page under that Planar’s name.
‘Spacecraft’ exist. There exists a wiki page called ‘Spacecraft Register’ in which the details of all existing Spacecraft are kept. Each Spacecraft has all of its properties (except for its name) listed under a sub-heading which is named the same as the Spacecraft, on the ‘Spacecraft Register’ wiki page.
The properties of the Spacecraft shall include:
Name: A name unique amongst Spacecraft that cannot exceed 30 characters.
Size: A positive integer.
Crew Capacity: A positive integer that cannot exceed the ‘Size’ property of the Spacecraft.
Remaining Space: Size - Crew Capacity - Equipment Sizes. Can’t go below 0.
Power: Combination of the power values of all weapons on the Spacecraft, multiplied by the number of Bombadiers aboard.
Armor: Combination of the armor values of all armor on the Spacecraft.
Speed: Combination of the speed values of all propulsion on the Spacecraft, divided by the Spacecraft’s size, multiplied by the number of Pilots aboard.
Owner: An organization, non-DDA member planar entity, or the DDA.
The properties of the Spacecraft may include:
Full Title: An alternative name that can be used instead of the name above, within flavor text, which has no character limit. This should be used in favour of the ‘Name’ property if a ship should have a long, cumbersome title for story post purposes.
Design Description: A block of flavor text describing the aesthetics of the Spacecraft.
A Spacecraft may only be created or modified through a successful proposal or as described by a rule.
Spacecraft Equipment(SE) is a kind of item that can be put on a Spacecraft. Spacecraft Equipment is tracked on the Spacecraft Register wiki page. All SE has a size statistic, which must be a positive integer. By way of a proposal or as described by a rule, if the Remaining Space of a spacecraft is equal to or larger than the size of a piece of SE, that piece of SE may be added to the spacecraft and the size of the SE subtracted from the Remaining Space attribute of the spacecraft.
Spacecraft equipment comes in three types:
- Weapons: Also have a power stat. Power can’t go below 1.
- Armor: Has an armor stat that can’t go below 1.
- Propulsion: Has a speed stat that can’t go below 10.
All SE may also have some flavor text.
Each DDA Member has the following statistics tracked in the GNDT, called Skills:
Piloting is a numerical statistic that measures how well a DDA member can fly a spacecraft. The highest legal value for Piloting is 10. If any DDA member’s Piloting statistic ever becomes more than 10, it is set at 10. New DDA Members start with a value of 0 for their Piloting statistic.
All Planar Entities have this skill as well.
Gunnery is a numerical statistic that measures how well a DDA member can fire a weapon. The highest legal value for Gunnery is 10. If any DDA member’s Gunnery statistic ever becomes more than 10, it is set at 10. New DDA Members start with a value of 0 for their Gunnery statistic.
All Planar Entities have this skill as well.
Strength (abbr. STR) is a numerical statistic that measures how strong a DDA member is. The highest legal value for Strength is 10. If any DDA member’s Strength statistic ever becomes more than 10, it is set at 10. New DDA Members start with a value of 1 for their Strength statistic.
Agility (abbr. AGI) is a numerical statistic that measures how quick a DDA member is. The highest legal value for Agility is 10. If any DDA member’s Agility statistic ever becomes more than 10, it is set at 10. New DDA Members start with a value of for their Agility statistic.
Each spaceship may have a number of crew members that does not exceed that spaceship’s Crew Capacity. Crew members shall receive exactly one title of his choice, except one listed in the sub-rule “Special Titles” (called Special Titles) unless he meets the requirements for the Special Title that he wishes to receive, when he boards a spaceship. A crew member may not change his title as long as he stays on the ship. If a crew member ever leaves the spaceship for any reason, he no longer has a title. Crew members and their respective titles are tracked in the “Spacecraft Register” wiki page.
Special Titles are titles that have specific requirements that may include, but are not limited to, a crew member’s rank, Tech owned, OOO, or other Gamestate information. Crew members with Special Titles have abilities that can affect Gamestate for as long as they hold that Special Title.
Each Special Title has a Name, Requirement, and an Ability and is listed below.
Requirement: Must have at least 5 in the Piloting skill. Ability: A pilot can control the spacecraft.
Requirement: Must have at least 5 in the Gunnery skill. Ability: A bombadier can fire the weapons on a spacecraft.
There exists an atomic bomb, which has a timer. The timer starts at 10. Every two consecutive days that nobody posts a proposal, the timer goes down by 1. If, when the timer’s number changes, the Metadynastic Entity is contained, it becomes uncontained. When the timer hits 0, the dynasty ends, all dynastic rules are repealed, and a new metadynasty starts. The timer does not go down during hiatuses.
The timer is currently 7 - whenever the timer changes, someone should edit this number.
A DDA Member may, if he has not done so in the last 72 hours, make a story post with “Training” followed by a Skill at the beginning of the title. This is called a training post. Any DDA Member may join the training post by making a comment to the post with the text “Sign me up.” The DDA Member who made the training post automatically joins the training post unless he states otherwise in the post or as a comment to the post.
After at least 24 hours have passed, any Admin may resolve the post by rolling a DICEX in the GNDT, where X is the number of DDA Members who joined the training post or quorum, whichever is greater. If the result is greater than or equal to half quorum, rounded up, each DDA Member who joined the training post receives 1 point in the Skill named in the subject of the post and loses 1 point in every other Skill.
A Trivial Proposal is defined to be any Proposal that contains the text “trivial” in its Subject. If, at the time of its Enactment, more than half of all comments to a Proposal containing counted votes also contain the text “Trivial", then that Proposal is also defined as Trivial.
No Experience points are granted to the Author of a successful Trivial Proposal.
A DDA member may gain Experience in any of these cases (the Exp gained is stated case by case):
- Authoring a successful proposal: 10 Exp.
- Participating in a successful Containment Post: 15 Exp.
- Participating in a successful Battle: 20 Exp.
Experience (abbr. Exp) is a numerical statistic, tracked in the GNDT, that determines the overall strategic and tactical experience of the DDA Member. New DDA Members start with a value of 0 for their Experience statistic. At any time, a DDA Member with at least 30 Exp may subtract 30 from his own Exp and increase any Skill by 1.
A Spacecraft Battle (abbr. Spacebattle) may only be created by proposal or as described by a rule. The following features of a spacebattle must be specified on creation by whatever created it:
Attackers: The spacecraft (may be plural) on the attacking side.
Defenders: The spacecraft (may be plural) on the defending side.
An attacker is any spacecraft on the attacking side. A defender is any spacecraft on the defending side. There must be at least one attacker and one defender specified upon the creation of a spacebattle.
When a spacebattle is created, any Admin may make a story post with “Spacebattle:” at the start of its title, with the attackers and defenders in the newly created spacebattle explicitly stated in the post, alongside any flavor text. This story post is then the spacebattle’s Battlepost.
Spacebattles have Combat Rounds (or just Rounds). When a new Round begins, the Pilot of a spacecraft may decide what Pilot Action (of those described by the sub-rule ‘Pilot Actions’) they want a spacecraft to take, by way of commenting in the Spacebattle’s Battlepost with their decision.
After 24 hours, any Admin may conclude the Round by doing all the Pilot Actions specified for each spacecraft, in the order described by the sub-rule ‘Actions Order’.
To do a Pilot Action is to do as the description of the Pilot Action in the sub-rule ‘Pilot Actions’ says to do when the Action is resolved, where ‘the spacecraft’ is the spacecraft doing the action.
If a spacecraft is no longer part of the Spacebattle when it is its turn to take an Action, its Action does not take place. If a spacecraft has not had an Action specified for it by its Pilot, the action the spacecraft takes is to Retreat.
After a Round is concluded, a new Round begins, unless any victory conditions (as described by the sub-rule ‘Victory Conditions’) have been met.
Pilots of a spacecraft may, in a Combat Round of a Spacebattle, as a Pilot Action:
- ‘Assault’: move their spacecraft as to optimize weapon accuracy. This action is resolved by a roll of 2DICEX, where X is the square root of the Size of the spacecraft, rounded up. If the roll result is below the Piloting skill of the spacecraft’s Pilot, the spacecraft has successfully moved into an assault position, and the spacecraft’s Power is multiplied by 1.5 and rounded up to the nearest integer until the end of the Combat Round. If the roll result is above or equal to the Piloting skill of the spacecraft’s Pilot, the Pilot has failed to keep control of the spacecraft, and the spacecraft’s Speed is halved until the end of the Combat Round.
- ‘Evade’: move their spacecraft as to reduce enemy chances of hitting with weaponry. This action is resolved by a roll of DICEX, where X is the square root of the Size of the spacecraft, rounded up. If the roll result is below the Piloting skill of the spacecraft’s Pilot, the spacecraft has successfully taken an evasive maneouvre, and the spacecraft’s Speed is doubled until the end of the Combat Round. If the roll result is above the Piloting skill of the spacecraft’s Pilot, the Pilot has failed to keep control of the spacecraft, and the spacecraft’s Speed is halved until the end of the Combat Round.
- ‘Retreat’: have their spacecraft attempt to leave the Spacebattle. This action is resolved by a roll of 5DICEX, where X is the square root of the Size of the spacecraft, rounded up. If the roll result is below the Speed of the spacecraft multiplied by the Piloting skill of the spacecraft’s Pilot, the spacecraft has successfully left the Spacebattle - it is no longer an attacker or defender in the Spacebattle and cannot be targeted.
Pilot Actions occur in ascending order of spacecraft Size; smaller spacecraft act before larger ones.
If there are no spacecraft remaining in the Spacebattle, the Spacebattle ceases to exist. This is a placeholder.
A DDA Member may, if he is not the Challenger or the Contender of an active Duel Post, challenge another DDA Member to a Duel by making a story post with the text “Duelling Challenge:” at the beginning of the title. The text of the post shall include the name of exactly one DDA Member other than the DDA Member who made the post. This post is called a Duel Post. The DDA Member who made the post is called the Challenger, and the DDA Member who has been challenged is called the Contender. The Challenger and the Contender are called Duellists.
The Contender should, within 24 hours, accept or decline the challenge. To accept a challenge, he shall make a comment to the Duel Post that includes the text “I accept.” To decline a challenge, he shall make a comment to the Duel Post that includes the text “I decline.” If the Contender does not accept or decline the challenge after 24 hours, he is considered to have declined the challenge. If the Contender declines the challenge, the Duel Post is no longer active and no more comments may be made on it. If the Contender accepts, the Duel begins and the first Round begins.
Note: Remove the text below once Duels have been completely set up. This is just to prevent an unauthorized attempt at starting a duel without complete rules.
No DDA Member may make a Duel Post.
Duels are divided into rounds. During each round, each Duellist may choose to attack, defend, or retreat. To attack or defend, the Duellist shall choose what type of attack or defence he wishes to make and send a PM to the DDA Commander (or a chosen Admin who is neither the Challenger nor the Contender if there is no DDA Commander or if the DDA Commander is the Challenger or the Contender) with his choice. Once a Duellist has made his choice, he may not change it for the duration of that round. To retreat, the Duellist shall make a comment to the Duel Post with the text “Get me out of here!” Whenever a Duellist retreats, the Duel is over and the Duellist who retreated loses the Duel.
If, after 24 hours have passed since the current round began, a Duellist has not made a choice for that round, he is considered to have retreated. If, after 24 hours have passed since the current round began, both Duellists have not made a choice for that round, the Duel is over and there is no winner.
Once the DDA Commander or Admin who is receiving the PMs (hereafter called the Mediator) has received each Duellist’s attack or defence choice, he shall go on to administer the effects of each Duellist’s choice. If both Duellists chose a defence, both defences fail, no effects are administered, and the current round ends. If one of the Duellists chose a defense, the effects of that defence are administered before the effects of the other Duellist’s attack. If both Duelllists chose an attack, the effects of those attacks are administered starting with the attack closest to the bottom of the list in the sub-rule 2.14.2 “Attacks”. Once all effects have been administered, if the Duel still does not have a winner, the current round ends. At the end of each round, the Mediator shall make a comment to the Duel Post stating the choices of each Duellist, the effects of those choices, and who the winner is (if there is one). At that point, the next round begins.
The only legal attacks that a Duellist may choose, along with the effects of those attacks, are listed below. The Duellist performing the attack is called the Attacker; the non-Attacker Duellist is called the Opponent.
- Full Frontal Strike - If the Opponent attacks with a Full Frontal Strike, the Duellists are locked in combat. If not, roll DICEX (where X is the Attacker’s STR statistic minus the Opponent’s AGI statistic). If the result is greater than 1, the attack succeeds and the Attacker wins the Duel.
- Side Swipe - If the Opponent attacks with a Full Frontal Strike, the Attacker wins the Duel. If the Opponent attacks with a Side Swipe, both attacks fail.
The only legal defences that a Duellist may choose, along with the effects of those defences, are listed below. The Duellist performing the defence is called the Defender; the non-Defender Duellist is called the Opponent.
- Lock Attempt - If the Defender’s STR statistic is strictly greater than the Opponent’s AGI statistic, the defence succeeds and the Duellists are locked in combat.
- Evade - Roll DICEX (where X is the Defender’s AGI statistic minus the Opponent’s STR statistic). If the result is greater than 1, the defence succeeds and the Opponent’s attack fails automatically.
Locked in Combat
When the Duellists become locked in combat, the Mediator shall roll a DICEX and DICEY in the GNDT, where X is the Challenger’s STR statistic and Y is the Contender’s STR statistic. If the result of the first roll is greater than the result of the second roll, the Challenger wins the Duel. If the result of the second roll is greater than the result of the first roll, the Contender wins the Duel. If the results of the two rolls are equal, the current round ends.
The DDA Commander must never add a rule without lemurs in. Yoda wins nothing. Energy feeds are forbidden.
Construction and Demolition
As a daily action, a DDA Member may either add one word or punctuation mark to the end of the rule “Space Girder” (called constructing) or remove the last word or punctuation mark from the rule “Space Girder” (called demolishing). For the purposes of the rule “Space Girder”, only complete sentences (subject, verb, and ending punctuation) are valid sentences. In any instances where the rule “Space Girder” would contradict any other rule (including this one), the rule “Space Girder” takes precedence.
Lemurs are large-eyed primates with ringed tails, which roam around space in groups known as Squadrons. Each DDA member has a certain amount of Lemurs, to be tracked in the GNDT. DDA Members gain Lemurs in ways defined by the ruleset, or by means of a successful proposal.
A proposal with ‘Lemurs in’ is defined as any proposal with the text ‘Lemur’ in its Subject. If, at the time of its enactment, more than half of all comments to a Proposal containing counted votes contain the text ‘Capture the Lemurs’, the DDA Member who made the proposal gains 15 Lemurs.
Yoda may not achieve victory in the current dynasty. This rule may be repealed by any admin after a successful DoV.
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 DDA Members’ names.
- All integers, unless stated otherwise by a rule, are in base 10.
- Italicized text is not considered part of proposals or the ruleset and may be used to clarify proposals or 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 DDA Member 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 DDA Member 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 DDA Members, rounded down, plus one.
- DDA Commander
- DDA Member
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".