Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Clansmen 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 Clansman.
An Clansman may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Clansman may only change her name as a result of a proposal approving the change.
Some Clansmen are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Clansmen 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 Clansmen 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 Clansmen are not counted as Clansmen. Admins may render a Clansman Idle if that Clansman has asked to become Idle or if that Clansman has not posted a entry or comment for more than 7 days. Admins may de-Idle a Clansman at her request - the Clansman'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 Clansmen receive, if such a value exists.
A single person may not control more than one Clansmen within BlogNomic. If anybody is suspected of controlling more than one Clansman, then a Proposal may be made to remove any number of such Clansman from the game, and to bar the perpetrator from rejoining.
Any Clansman may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Clansman 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 Clansman may cast his Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST or DEFERENTIAL.
If the Clansman who made a Proposal has not cast a Vote on it, his Vote is counted as FOR. If a Clansman uses more than one Voting Icon in comments on a Pending Proposal, his Vote is the last voting icon he uses. If a Clansman leaves the game or goes Idle, his Vote is no longer valid. If a Clansman votes against his 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 Patriarch. The vote will count as the same as the Patriarch’s vote. The Patriarch cannot cast a vote of DEFERENTIAL. If there is no Patriarch, a vote of DEFERENTIAL counts as an explicit vote of abstention.
If no Patriarch has voted on a proposal, a vote of DEFERENTIAL on that proposal does not count as a vote for the purposes of rule 1.5.
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 Clansman who proposed it has voted AGAINST 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 Patriarch has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the Patriarch 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.
When Patriarch votes to VETO a Proposal, any Admin may fail that Proposal from that moment on, even if it is not the oldest Pending proposal.
Calls for Judgment
If two or more Clansmen actively disagree as to the interpretation of the Ruleset, or if a Clansman feels that an aspect of the game needs urgent attention, then any Clansman may raise a Call for Judgment by posting an entry in the "Call for Judgment" category. If the Clansman 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 Clansmen may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Clansman'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 Clansman 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 Clansman 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 Clansman may update any Clansman's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged - if a Clansman 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.
Clansmen 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 Clansman, known as the Patriarch, and is named according to the number of Dynasties he has headed (eg. "The First Dynasty of Myke").
The Patriarch may vote to VETO any Proposal.
Some Dynasties (called Metadynasties) have no Patriarch 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 Patriarch, DEFERENTIAL votes are counted as explicit votes of abstention and no one may VETO a Proposal.
Victory and Ascension
If a Clansman (other than the Patriarch) 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 “Clansmen”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.
Every Clansman 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 Patriarch has voted on it. Upon resolution, if a Quorum of Clansmen 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 Clansman who made the DoV as its Patriarch. (That Clansman may pass this role to another Clansman at this point, if he wishes.) The Hiatus continues until the new Patriarch posts an Ascension Address to the BlogNomic weblog - this shall specify the Patriarch’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. When a DoV is failed, if it has a number of AGAINST votes that exceed Quorum, the Clansman who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
A Declaration of Victory may not also be any other type of Official Post unless the rules concerning that type of Official Post explicitly state otherwise.
Certain Clansmen are Clan Lords. Clan Lords have privileges and responsibilities that ordinary Clansmen do not. If a Clan Lord (other than the Patriarch) does not fulfill his responsibilities, a proposal may be made to remove or replace them from the list of Clan Lords.
The Patriarch is always a Clan Lord.
The identity of all Clan Lords is tracked in this Rule. Whenever a Clansman becomes a Clan Lord, he is added to the list below, and whenever a Clansman ceases to be a Clan Lord, he is removed from the list below.
The following Clansmen are Clan Lords:
Each Clansman has three Physical Stats, tracked in the GNDT. The three Physical Stats are Strength, Skill, and Reflex. Strength represents the ability to apply brute force in one’s favor, Skill represents practice and familiarity with traditional dueling techniques, and Reflex represents the ability to react quickly to unexpected events.
New Clansmen have a value of 5 for all Physical Stats.
Each Clansman has an attribute called “Health”, which is recorded under a GNDT column with the same name. The possible values for Health are in order: “Superb”, “Normal”, “Bruised”, “Scarred”, “Wounded”, “Crippled”, “Killed”. A Clansman whose Health is set to “Normal” or “Superb” is considered to be Healthy. A Clansman whose Health is set to “Killed” is considered to be Dead. Whenever a non-Dead Clansman takes Damage, that Clansman’s Health value is set to the next available from the list in order. If a Clansman is said to take Crushing Damage, it shall be treated as if the Clansman was damaged twice in a row. New Clansmen start with a Normal Health.
As a daily action, if a Clansman has not received Damage in the past 24 hours and no Crushing Damage in the last 48 hours, that Clansman may set their health to the previous value in the list in order, unless they are already Healthy. This action is known a Healing.
Dead Clansmen may not take any action defined by a Dynastic Rule.
If a Clansman could perform Healing, they may instead perform a Blood Transfusion. If they do so, they set the Health of another non-Dead Clansman to the previous value in the list just like in Healing, except that the other Clansman may already be Healthy. The Clansman performing the Blood Transfusion then receives Damage.
While a Clansman is a Combatant in a Duel, their Health cannot change for any reason other than Damage.
Each Clansman has a statistic called “Honor” that can be negative and is tracked in the GNDT. When a Clansman joins, he is given 10 Honor.
If a Clansman’s honor ever drops below 0 e is considered to be “Disgraced”
The Patriarch may, as a daily action, raise the Honor of any other Clansman by 1.
Whenever a Clansman becomes a Clan Lord, he gains 15 Honor. Whenever a Clansman ceases to be a Clan Lord, he loses 15 Honor.
As a Daily Action, a Clansman whose Honor is less than 10 may post a comment “Blood Atonement” in the GNDT, whereupon he shall take Damage and increase his Honor by one.
Each Clansman may hold zero, one or two Items. The Items held by each Clansman shall be tracked in the GNDT. The Items held by a particular Clansman may be referred to as being in that Clansman’s Inventory. The list of valid Items is set forth in a sub-rule to this rule, entitled “List of Valid Items”. Each Item’s entry in the List of Valid Items will set forth the name of the Item, the conditions that must be satisfied in order for a particular Clansman to hold the item (such as, for example, maximum or minimum statistics of that Clansman, incompatibility with other Items, or other conditions such as “no more than two of this Item may be held by all Clansmen in the aggregate"), and the game effects of the Item. A Clansman may only obtain or remove an Item from his Inventory as the ruleset or gamestate documents permit. Each Clansman initially holds no Items in his Inventory.
Each Item’s description in the List of Valid Items shall specify a unique abbreviation of that Item’s name, not to exceed two characters (example: “XY"), which may be used to identify that Item in the GNDT and all other Gamestate Documents.
Some Items are Armor. An Item is Armor if its description in the List of Valid Items so provides. No Clansman may have more than one Armor Item in his Inventory. Unless an Armor Item’s description in the List of Valid Items provides to the contrary, an Armor Item cannot be Used as a Combat Move.
Some Items are Weapons. An Item is a Weapon if its description in the List of Valid Items so provides. A Clansman may Use a Weapon in his inventory as a Combat Move.
List of Valid Items
Wicker Shield ("WS"). This Item is Armor.
Effect: If a Clansman is holding a Wicker Shield, then the first two (2) times that the holder would otherwise take Damage in a Combat Round as a result of the opponent’s Punch, Kick or Grab, the Wicker Shield absorbs the damage and the Clansman does not suffer that Damage. Once the Wicker Shield prevents Damage twice by operation of the previous sentence, the Wicker Shield is destroyed and removed from the holder’s Inventory. The Wicker Shield is also destroyed and removed from the holder’s Inventory if the holder suffers Crushing Damage from any source.
Bone Spear (BS): Weapon. Bone Spear beats Punch and Grab. Kick and Counter crush Bone Spear.
Stone Hammer (SH): Weapon. Stone Hammer Crushes Kick. Grab disarms those armed with Stone Hammer.
Wooden Bow (WB): Weapon. Wooden Bow beats Dodge. Wooden Bow Crushes counter. Kick and Punch beat Wooden Bow.
Leather Gauntlets (LG): Weapon. Leather Gauntlets beats Combo. Non-Combo Counter Crushes Leather Gauntlets.
Any Clan Lord may announce a Duel, by posting a blog entry whose title begins “Duel to X:”. The X in the Duel’s title shall be substituted for one of “First-Blood”, “Twelve Rounds” or “Glorious Death” by the Clan Lord at the time of making the post. The Clan Lord who made the post is the Duel’s Referee. Any Clansman who is not already a Combatant or a Prepared Combatant in a Duel, apart from the Referee who announced it, may step forward to fight in that Duel by posting a comment to it, stating such an intention, and listing the Items they are taking to the fight. The Clansman must be holding any items they wish to take to the fight. The first Clansman to do so is considered to be a Prepared Combatant. When the second Clansman does so, both Clansman become the Duel’s Combatants and the first Clansman is no longer considered a Prepared Combatant. The Duel begins at this point. A Prepared Combatant may withdraw his intention to fight by posting a comment containing the words “I withdraw” to the Duel’s blog entry, at which point he is no longer considered a Prepared Combatant. To fight, each Combatant must send a private message or email to the Referee, listing four sequential Combat Moves. Valid Combat Moves are:-
- Use an Item (specifying one of the Items the Clansman chose to take to the fight when they accepted the duel.
When a Referee has received a list of four Combat Moves from each Combatant, he works out the results of the four Combat Round, in sequence. In each Combat Round, the Combatant will perform their specified Combat Move, to the following effect.
- If one Combatant Punched and the other Kicked, the Punching player is kicked back and takes Damage.
- If one Combatant Kicked and the other Grabbed, the Kicking player is thrown to the floor and takes Damage.
- If one Combatant Grabbed and the other Punched, the Grabbing player is intercepted and takes Damage.
- If both Combatants Punched, then the Referee rolls DICEX in the GNDT for each Combatant, where X is that Combatant’s Reflex. If the rolls differ by more than 2, the Combatant with the lower roll takes damage. If they do not, neither takes Damage. The same is true for Kick and Skill, and for Grab and Strength.
- If a Combatant used an Item, it has whatever effect is defined for using that Item in combat.
- If one Combatant countered and the other Combatant punched, kicked or grabbed, the Combatant who countered takes damage.
- If one Combatant dodged and the other Combatant countered the combatant who dodged takes damage.
After each four Rounds, depending on the value of X on the post title, follow the corresponding paragraph:
First-Blood: Whenever a Combatant takes damage, the Combat ends and no further rounds are processed, and the other Combatant is declared the Winner. If no combatant has taken Damage this Duel (or both took damage at the same time) the Referee comments that the Rounds where inconclusive, and the Combatants must resend a new list of four Combat moves.
Twelve Rounds: The Referee requests additional move lists after rounds 4 and 8, then the Combatant who has dealt the most damage during all the rounds of this Combate is declared the Winner. The Winner receives half the amount of honor he would normally receive, rounded up, in addition to any other honor gains and other benefits from winning.
Glorious Death: The Referee requests additional move lists after each four rounds, and combat doesn’t stop until one of the Combatant dies, and the other Clansman is declared the Winner. The Winner increases each of his Physical Stats by 1 and receives 1.5 times the amount of honor he would normally receive, rounded up, in addition to any other stat increases, honor gains, and other benefits from winning.
Whenever the Referee requests and receives additional combat move lists, repeat the same process that was followed for the first list of moves. When a winner is declared, the Referee must post a comment specifying the information received from combatants, showing how the Combat was resolved, as well as specifying the winner and the reason for the win.
If a Clansman becomes dead, the Combat ends and the other Clansman wins, unless both Clansmen are dead. When a Clansmen becomes dead during Combat, that Clansman gains 1 Honor for each Damage that Clansman dealt during the Combat.
When a Clansman wins the Combat, both Combatants choose one of their Physical Stats and increase it by 1, unless they are Dead.
Then, the Winner increases their own Honor by half the other Combatant’s Honor, rounded down. If the Combatants were of different Clans, the Winner increases their honor by an additional 1. The minimum amount of Honor that can be won this way is 2.
If 24 hours have passed since a Clansman stated an intention to fight (or since a Referee declared that additional move lists are required), but no Combat Moves have been submitted to the Referee for it, that duel is cancelled and that Clansman (or men) who failed to supply Combat Moves each lose DICE4 Honor.
A Duel may not also be any other type of Official Post unless the rules concerning that type of Official Post explicitly state otherwise.
After Combat has ended or a duel has been cancelled, both that duel’s combatants are no longer considered to be combatants in that duel.
The purpose of this sub-rule is only to define and clarify technical terms used during a Duel, in order to simplify the rules text of other moves and items. The following combat related terms are defined as follows:
Beats: The phrase X beats Y means that when Combatant A uses move X and Combatant Y uses move B, Combatant B takes damage and Combatant A doesn’t (unless a separate effect states so).
Crushes: Used the same way as beats, except Crushes implies that Crushing Damage is dealt instead of regular Damage.
Reverts: The phrase Reverts X means that the reverting Combatant will not receive damage if the opponent used move X. Instead, the other Combatant takes the damage that would have been dealt (use the same type of damage).
Armed: An armed combatant is one that is currently using a weapon item as a move. A Combatant who isn’t is said to be unarmed.
Guards: The phrase Combatant A becomes Guarded if X, means that the next time the guarded Combatant would take damage, the Combatant doesn’t take that damage instead, as long as X is true. If a Combatant is guarded, it is implied that such an effect applies only within that Duel.
Hurt: A Combatant is said to be Hurt by X, when they take Damage after the opponent has used X, which can be a move or the name of a weapon.
Weaker: A Combatant is said to be weaker if their health is set to a value which is higher on the Healt values list than their opponent’s health.
Even: Two Combatants are said to be even if their Health is the same.
Tie: A tie is said to ocurr when both Combatants take damage the same number of times (which can be zero) during a round (crushing damage counts as taking damage twice).
Flee: A Combatant is said to Flee combat if they fail to submit a list of combat moves within 24 hours of a rule requesting them to submit such a list.
Drop: If a combatant drops X, it means that if they had item X in their inventory, they remove it from their inventory. If a move specifies to use an item that has been dropped, that move is treaded like a Dodge instead.
Disarm: When a combatant disarms another, it means that they force them to drop the item they are currently using, and at the end of combat they may choose to add that item to their inventory if they have less than 2 items there. Disarm does nothing is the opponent is unarmed.
Absorbs: If an armor item is said to Absorb X, then it means that the first time each combat that a Combatant having that armor in their inventory would be hurt by X, instead that Combatant isn’t. If that damage was Crushing, the combatant drops the armor before starting the next round.
Combo: A combatant is said to be executing a combo if they use the same move more than once in a row. Combo can be used together with a move to specify a combo where the only move used is the specified one. It may also be used in places where a single move is expected: For example, Revert Combo X, means that the definition of Revert is applied to cases where the opponent used move X as part of a Combo.
Each Clansman is a member of exactly one Clan. This information is tracked in the GNDT. New Clansmen are in Clan Null.
A Clan Lord who is not the Patriarch and who is in the same Clan as another Clan Lord may change their Clan to any proper noun of 10 letters or less that is not the name of a currently-existing Clan. This represents founding a new Clan.
Any Clansman who is in Clan Null may change their Clan to match the Clan of any Clan Lord.
If, of all the Clansmen other than the Patriarch, only one of them is not Dead, then that Clansman is the Last Survivor. If the Last Survivor has 30 or more Honor, he or she may declare victory.
If all of the Clansmen are dead, a Clansman may declare victory if no other Clansman has an Honor higher than theirs. (This takes precedence over Rule 2.3.)
As a weekly action, a Clansman may perform one Ritual for each 10 Honor they have (Example: If they have 35 Honor, they may perform up to 3 rituals per week). The Clansman must fulfill any other requirements for the specific Ritual being performed, follow any instructions specified on the ritual, make a comment on the most recent Weekly Rituals post specifying the ritual attempted and any choices required by it and the results of rolls made to perform it.
At the beginning of each week, any Clan Lord may create a Weekly Rituals story post that includes the word “Rituals” in its title if no Weekly Rituals post has been created that week. A Clansman may not perform a ritual while he is a Combatant in a Duel. The currently known rituals that a Clansman may perform are described on the sub-rules to this rule, with the name of the sub-rule being the name of the Ritual.
Rite of Passage
The Clansman goes hunting and brings back a sacred beast for the whole Clan to feast on. The Clansman decides what kind of beast to hunt, choosing between “Horned Beast”, “Slithering Beast” or “Winged Beast” and chooses a size of beast between “Normal”, “Huge” or “Gargantuan”. Then, that Clansman rolls 2DICEX where X is the value of Strength, Skill or Reflexes of that Clansman, depending of the kind of beast (in the same order the appear). For the hunt to be successful, the result of the roll must be equal or greater than 5, 10 or 20 according to the size of the beast (in order). Otherwise, the Ritual Fails and the Clansman takes Damage. If the ritual succeeds, the Clansman raises the rolled stat by 1, 2 or 3 according to the size of the beast.
For example, hunting a Huge Slithering Beast would require to roll 2DICE(Skill) and get a 10 or more.
This ritual may only be performed if another Clansman who shares the same Clan as the one performing this Ritual has succeeded in a Rite of Passage this week. The Clansman joins their fellows in celebration, feasting on the meat brought by their brothers and sisters in arms. The Clansman performing this Ritual may set their Health to a previous value from the valid list of Health values, unless already Superb. Otherwise, if already Superb, the next time this Clansman would deal Damage, it deals Crushing Damage instead. Then, raise the Honor of one another Clansman who performed a Rite of Passage this week by 1, or by 2 if the Clansman performing the Sacred Feast is a Clan Lord. A Clansman may never increase their own honor through a Sacred Feast.
The Clansman creates a bonfire and joins the clan in the ritual forging of a tool of war. The Clansman chooses a type of Weapon from the List of Valid Items for which e meets all the requirements (weapons with no requirements may always be chosen). Then, rolls DICEX where X is their Skill + Strength. If the result is equal to or greater than Quorum, the ritual succeeds and may not be attempted again this week by that Clansman, otherwise it fails. Upon success the Clansman may add that Item to their inventory, or to the inventory of another Clansman. An item may not be added if that Clansman already has 2 items in their inventory. If the Clansman fails, that Clansman takes Damage from the intense flame of the forge, but obtains no weapon.
Barbarians have primitive, but strong traditions. Barbarians who do not observe these traditions are not seen with good eyes by their peers. Whenever a Clansman fails to comply with one of the Traditions, any other Clansman may reduce the breaching Clansman’s Honor by 2 within 24 hours of their breaching (but only once, and only one Clansman may do this). If a Clansman is Disgraced (or becomes so) after this loss of Honor, that Clansman takes Damage (in the form of an angry mob of barbarians).
Whenever a proposal creates a new Tradition, or new Traditions, as part of being enacted, the Clansman who proposed it may, within 24 hours of the enactment, increase their Honor by 2 once, regardless of the number of traditions created in the proposal.
The Barbarian Traditions are the following (they are not considered Blognomic Rules, just a simple enumeration of Traditions):
- The Black Mountain Demon Barzus has edicted that Clansmen shall not Heal if another of their Clan is in a Duel.
- The Radiant Entity Figherton has announced that no Clansmen shall speak or write the name of Dead Clansmen.
- The Plant Spirit Sunra has declared that no Clansman may hunt the same type of animal three times in a row.
- The Revered Ancestor Scrubfist has stipulated that no Clansman may bring Armor to a Duel to First-Blood.
- The Fallen Lesser God Tzasix has proclaimed that no Clansman may withdraw their intention to fight until 72 hours have passed since they first became a Prepared Combatant.
- The Crazed Leopard Demigod Caseus has decreed that cheese is awesome and that no Clansman may disagree with this claim.
If at any time a Clansman has more than twice as much Honor as the Patriarch, then the Clansman with the highest Honor achieves victory.
No running for the final battle
If a Combatant on a Duel with subject “Fight for the Crown” flees, the other combatant wins this Dynasty.
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 Clansmen’ names.
- All integers, unless stated otherwise by a rule, are in base ten.
- If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
- Italicized text, also known as Flavor Text, is not considered part of any form of gamestate 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 Clansman 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 Clansman able to perform it may take that action once per week, but not more than once every twenty-four hours.
- Calendar Dates shall be represented in dd/mm/yy (day/month/year) format.
- Quorum is equal to half the number of Clansmen, 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".