Ruleset 63

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Soldiers 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 via the Register link in the sidebar, and then making a post announcing his arrival. An Admin shall add his to the roster in the sidebar and the GNDT, at which moment he becomes a Soldier.

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

Some Soldiers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Soldiers who wish to become Admins may 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 Soldiers 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 Soldiers are not counted as Soldiers. Admins may render a Soldier Idle if that Soldier has asked to become Idle or if that Soldier has not posted an entry or comment for more than 7 days. In the latter case, the Admin must announce the idling in a blog post. Admins may de-Idle a Soldier at his request - the Soldier's personal gamestate retains the values it had immediately prior to his going Idle. If one or more values would be undefined, it is set to the value new Soldiers receive, if such a value exists.

A Soldier must abide by the rules of fair play in Glossary section 3.6.


Any Soldier may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Soldier 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 Soldier 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 Soldier who made a Proposal has not cast a Vote on it, his Vote is counted as FOR. If a Soldier uses more than one Voting Icon in comments on a Pending Proposal, his Vote is the last voting icon he uses. If a Soldier leaves the game or goes Idle, his Vote is no longer valid. If a Soldier 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 General. The vote will count as the same as the General's vote. The General cannot cast a vote of DEFERENTIAL. If there is no General, a vote of DEFERENTIAL counts as an explicit vote of abstention.

If no General 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 Soldier 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 General has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the General 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 General 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 Soldiers actively disagree as to the interpretation of the Ruleset, or if a Soldier feels that an aspect of the game needs urgent attention, then any Soldier may raise a Call for Judgment (abbreviated CfJ) by posting an entry in the “Call for Judgment” category. The post shall go on to describe the issue, and measures that shall be taken to resolve it.

All Soldiers may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Soldier'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.

Any CfJ that has no effect on the ruleset or gamestate may be automatically failed by any admin.

Gamestate Tracking

Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at Any Soldier 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 Soldier 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 Any Soldier may update any Soldier's data via the GNDT, whenever the Ruleset permits it.

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

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

The General may vote to VETO any Proposal.

Victory and Ascension

If a Soldier (other than the General) 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 “Soldiers”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

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

Dynastic Rules


At any time when there is not currently an active Skirmish, any Soldier with a Loyalty above zero (known as the Scout) may create a Skirmish by posting a story post with [Skirmish] in the title, known as a Skirmish Post. Inside the Skirmish Post the Scout shall list each of the Enemy Combatants, including their initial Health, Armor and Damage scores. When a Skirmish is created, that Skirmish is active.

A Soldier that is not in an active Skirmish may join an active Skirmish, by posting a comment to the Skirmish Post that includes the phrase ‘lock and load’; a Soldier who joins a Skirmish is a Friendly Combatant of the Skirmish. A Soldier may leave a Skirmish they are a Friendly Combatant of, by posting a comment to the Skirmish Post that includes the phrase ‘returning to base’; a Soldier who leaves a Skirmish is said to ‘Withdraw’ from the Skirmish, and becomes no longer a Friendly Combatant of the Skirmish. A Soldier cannot join a skirmish from which they have previously left.

A Soldier may not enter the same Skirmish more than once.


As a daily action, a Soldier who is a Friendly Combatant of an active Skirmish may attack the Enemy. To attack, they must select their Weapon (a specific weapon in their holster), the ammo rating of which must be equal to or less than the Ammo of the Soldier. To execute the attack, the Soldier reduces their own Ammo by the ammo rating of their Weapon, and rolls DICEX in the GNDT, where X is the damage rating of that weapon + the Armor score of the Target.

The Soldier now subtracts the Target’s Armor score from the roll. If the resulting number is greater than 0, the Health of the Target is reduced by that number.

If the Soldier’s Target is now dead, and if the Soldier has killed fewer than five Enemy Combatants as part of this daily action, they may continue firing by selecting a new Target (another Enemy Combatant who is not dead), then firing again as the above paragraphs describe and again reducing their own Ammo by the ammo rating of their weapon. Otherwise they complete their combat.

If the Soldier’s Target is not dead after the Soldier has fired at it, the Soldier must roll DICEX, where X is the Damage score of the Target, and subtract the roll result from the Soldier’s Health. This Soldier has finished attacking the enemy.

The Soldier completes their combat by posting a comment to the Skirmish post, including their Weapon, a list of Targets they fired at, the damage (if any) they dealt to each Target, and updated values for the scores (including but not limited to Health), or the dead status, of their Targets, if any.

Example combat completion report (Battle Droids are 4 Health, 2 Armor):

  • Weapon: M4 Carbine
  • Targets:
  • - Battle Droid, dealt 5 damage, Dead
  • - Battle Droid, dealt 7 damage, Dead
  • - Battle Droid, dealt 3 damage, 1 health remaining

An Enemy Combatant is dead if its Health is 0 or below. If all Enemy Combatants for a particular Skirmish are dead, then the Skirmish ceases to be active, and is said to have ended.

An enemy that is fired at during combat is known as the Target.

Losing the Battle

If a Skirmish has been active for more than one week, then any Admin may post a comment to it that the Enemy have overrun the base camp, and add 50 to the Collateral Damage. Upon doing so, the Skirmish ceases to be active.

Disputing the Results

Within forty eight hours of a skirmish being completed, provided another Soldier has not already done so for the skirmish in question, a Soldier who believes that another Soldier initiated a skirmish against an enemy which not challenging enough, he may make a story post called “Court Martial” explaining his reasons for why the skirmish should be disputed. He may not do this if he took part in the skirmish. Soldiers should then vote either FOR or AGAINST in the comments of the post. If, after 48 hours, a majority of the active Soldiers who have voted had their most recent vote as FOR, any experience gained from the skirmish is removed and any Soldier who participated in the skirmish loses five loyalty. The Soldier who made the skirmish post loses an additional five loyalty. If a majority of FOR votes is not reached, the Soldier who made the challenge post loses five loyalty.


Reports have reached us that the enemy may be using dangerous psychotropic gases against us. If the Propaganda Officer suspects that a Scout has been influenced by these gases, he may - once per Skirmish - rename any number of the Enemy Combatants to indicate their true form, and post a comment to this effect on the Skirmish post. The Scout for that Skirmish is rushed to the infirmary to get their lungs pumped; they may take no further part in the Skirmish.


Each Soldier may carry zero, one or two weapons in their holster. This is tracked in the GNDT.

Subrules of this rule define the weapons available to the Soldiers. Each weapon has a damage rating, an ammo rating and an availability amount. Some weapons may have special effects, or restrictions on how they may be used.

A Soldier may add a weapon to their holster at any time, unless this would result in their holster having three or more weapons, or if the number of copies of a weapon in all Soldiers’ holsters would exceed the availability amount of that weapon.

A Soldier may exchange either or both of their weapons for a different available weapon or weapons as a weekly action, unless this would result in the Soldier’s holster having three or more weapons, or if the number of copies of a weapon in all Soldiers’ holsters would exceed the availability amount of that weapon. A Soldier may not exchange weapons while they are a Friendly Combatant in an active skirmish.

Service Revolver

A service revolver has a damage rating of 1, and an ammo rating of 1. Thirty service revolvers are available.


An MP5 SMG has a damage rating of 4, and an ammo rating of 6. 10 MP5 SMGs are available.

M4 Carbine

An M4 Carbine has a damage rating of 7, and an ammo rating of 10. 15 M4 Carbines are available.

M249 LMG

An M249 LMG has a damage rating of 10, and an ammo rating of 15. 10 M249 LMGs are available.


Explosives have a damage rating of 3, and an ammo rating of 10. Three Explosives are available.

M21 Sniper Rifle

An M21 Sniper Rifle has a damage rating of 20, and an ammo rating of 5. Two M21 Sniper Rifles are available.

A Soldier may not use an M21 Sniper Rifle to attack the Enemy, if a Weapon other than an M21 Sniper Rifle has already been used to attack the Enemy in the same Skirmish, or if the Soldier has fired at a Target and not killed them, during this Skirmish.


A Fist has a damage rating of 1, and an ammo rating of 0. A number of Fists equal to twice the number of Soldiers are available.

A Soldier cannot use a Fist to attack an Enemy who has an Armor score greater than 0.

Collateral Damage

There is an integer named “Collateral Damage” which is part of the Gamestate and whose value shall be tracked on the Sidebar. Whenever a Proposal is failed because it was vetoed, the admin failing it must increase the Collateral Damage by an amount equal to the number of Against votes on that Proposal.

If there have been no active Skirmishes within the past seven days, then any admin may declare that the Enemy have attacked the base camp directly (unless the Enemy have already done so during the past seven days). Upon doing so, the admin must add 50 to the Collateral Damage.

If the Collateral damage is ever greater than 500 then the health of the General is set to 0 and my not be change by any means.

Action Movie Stunts

As a daily action, a Soldier who is a Friendly Combatant in a skirmish may perform a ‘Stunt Action’ by (in order) selecting a Stunt from the Stage Directions (defined in sub-rule ‘Stage Directions’) for which they meet the ‘Prerequisites’, spending the AP cost, then performing the ‘Results’ of the Stunt. The performance of the Stunt should then be listed in a comment on the Skirmish post. The soldier may not perform stunts if he is dead except for stunts which list being dead as a prerequisite.

Stage Directions

Each possible Stunt is a sub-rule of this rule. Each Stunt has the following attributes:

  • Name: Text; the title of the sub-rule.
  • Cost: The number of AP points it takes to perform the stunt. It must be a positive integer.
  • Prerequisites: Text describing conditions that need to be met in order to perform the Stunt. The Soldier attempting to perform the stunt is referenced as the ‘Stuntperson’.
  • Results: Text describing what takes place when the Stuntperson performs the Stunt.

Second Wind

Prerequisites: The Stuntperson’s Health statistic is below 5. Results: The Stuntperson’s Health statistic becomes 5. Cost: 1 AP

Laying Mines

Prerequisites: The Stuntperson is carrying Explosives. Results: The battlefield is now mined until the end of the Skirmish. While the battlefield is mined, if an Enemy Combatant fires at a Soldier and rolls a 1, the Enemy Combatant triggers a mine and loses 1 Health. Cost: 1 AP


Prerequisites: None. Results: The Stuntperson is said to have an Armor value of 2. This means they are unaffected by any damage they are dealt by an enemy combatant during the course of a skirmish which is equal to or less than 2. Any attack which is greater than this has its normal effect. The Stunt ceases to be in place when the Soldier dies or the Skirmish they are in ends. Cost: 2 AP

Field Promotion

A Soldier’s Dedication is equal to their XP, multiplied by the absolute value of their Loyalty. If a Soldier is Dead, their Dedication is instead zero.

If the General is Dead, any Soldier whose Dedication is higher than the Dedication of all other Soldiers may declare victory.


Each Soldier has an attribute called ‘XP’, (or Experience), which is tracked in the GNDT and starts at 0.

When a Skirmish ends, the Experience of participating Soldiers shall increase by the number of Enemy Combatants involved who became Dead during the Skirmish. If the only Soldier to gain XP from a Skirmish would be the Scout of that Skirmish, then that Soldier instead gains zero XP, as nobody believes their story.


Each Soldier has a numeric statistic Loyalty that is tracked in the GNDT, and can be any integer. The default for this statistic is 0. If a Soldier has a Loyalty over 50 that Soldier is said to be an “Ideal Soldier” or “Mindless Drone”. If a Soldier has a Loyalty of under -50 that Soldier is said to be a “Free Thinker” or “Disruptive Influence”. If a Soldier’s Loyalty is between -50 and 50 inclusive that Soldier is said to be “Undecided”.

Honorable Combat

If a Soldier Withdraws from a Skirmish and is not Dead, that Soldier’s Loyalty is decreased by 10.

Martial Law

There may be certain things that are physically possible, but which go against the spirit needed for a functioning army to behave. What constitutes such a breach of martial law is described in subrules to this rule. If any Soldier (the Informant) notices another Soldier (the Culprit; this cannot be the General) has breached martial law, they can Report it in a story post; no particular breach may be reported more than once (but if more than one breach occurs, each can be reported); no Soldier may Report more than one breach per day. Upon a correct Report, the Culprit’s Loyalty is decreased by 3 and the Informant's Loyalty is increased by 3.

No Wasters

  • It is a breach of martial law to perform an action which causes another Soldier’s health to reduce. (Enemy Combatants are not Soldiers for the purpose of this rule.)
  • It is a breach of martial law to lose a weapon or other non-Ammo munition. (Exchanging a weapon for another one is not losing the original weapon, even if you no longer have possession of the weapon you exchanged away.)

Physical Reinforcement

Whenever a Soldier’s Health is reduced, that Soldier may once, within 48 hours, increase or decrease their loyalty by 2.


There exists a statistic for each soldier called Position, which is tracked in the GNDT. Each Position may have a set of bonuses and requirements, noted by its entry in this rule. Each Soldier may have one Position. Soldiers may only have a Position that they meet the requirements for. New Soldiers start with no position.

The following are valid values for the Position statistic, with requirements and bonuses listed with them:

  • Ammo Clerk: Only one soldier may be an Ammo Clerk. Once per week, the Ammo Clerk may increase the ammo of any other Soldier by 30.
  • Medic: The General may add or remove the position of Medic to any Soldier at any time, but there can never be more than three Medics at a time. A Medic in a Skirmish can increase the Health of any other Friendly Combatant in that Skirmish by 2, up to a maximum of 10 Health, but only once per Friendly Combatant per Skirmish.
  • Propaganda Officer: The General may, as a daily action, remove the Propaganda Officer position from all Soldiers that have it as their Position, and set the Position of another Soldier to Propaganda Officer. The Propaganda Officer may make Important Information posts as described in the sub-rule ‘Important Information Posts’.

Important Information Posts

An Important Information post is a Story Post with [Important Information] in its title. Only the Propaganda Officer may make an Important Information post, and only as a weekly action. An Important Information post shall attempt to persuade Soldiers about the greatness of their Nation, the Party, the General and High Command’s ingenuity.

Within 48 hours of the Important Information post being posted, Soldiers may post one comment to the Important Information Post containing a Voting Icon. The Soldier’s Opinion is the Voting Icon they use. If a Soldier uses more than one Voting Icon in comments on an Important Information post, their Opinion is the last voting icon they use. If a Soldier’s Opinion is FOR, that Soldier shall increase their Loyalty by 5. If a Soldier’s opinion is AGAINST, that Soldier shall decrease their Loyalty by 5.

After 48 hours and within 72 hours of the Important Information post being posted, the Soldier who made the Important Information post shall increase their Loyalty by the number of FOR Opinions their post received, and leave a comment to the post containing ‘Your feedback was welcome’. If after 72 hours of the Important Information post being posted this comment has not been made, the Soldier who made the Important Information post shall decrease their Loyalty by 10, and remove their Position if it is Propaganda Officer.


Each Soldier has a stat called “Ammo” which is tracked by the GNDT, and which is a nonnegative integer. If at any time it would have an invalid value, it shall instead be set to zero.

There exists a statistic, called Health, that is tracked in the GNDT. Each Soldier starts with 10 health. A soldier with 0 health is considered to be Dead.

Each Soldier has a number of ‘Action Points’ (abbreviated as AP), tracked in the GNDT. New Soldiers start with 1 AP.

When voting on a Proposal, a Soldier may include the Up Arrow (apupet9.gif) icon with their Vote if they believe the Flavor Text for that Proposal is well-suited to the Dynasty.

When a Soldier’s Proposal is Enacted or Failed, that Soldier may increase their AP by 1 if the number of counted votes that include the Up Arrow (apupet9.gif) icon exceeds or equals Quorum. This may only be done a single time per such Proposal, and only within 24 hours of Enactment or Failure.

A Soldier’s AP shall not be greater than 10.

Rest and Recuperation

As a weekly action, a Soldier who is not a Friendly Combatant in a Skirmish may set their Health to 10, their Ammo to 90, and their AP to 1 if it is not already 1 or above.


While a Soldier is Dead, they are temporarily considered not to be participating in any Skirmish. This is not the same as Withdrawing from a Skirmish. If they cease being Dead, they will continue participating in active Skirmishes they have not Withdrawn from or otherwise left, in which they were participating before becoming Dead.

Last Man Standing

If only one Soldier is not Dead, that Soldier achieves victory.


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 author a banana when enacted would not earn a banana for its own author, 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 shall represent a vote FOR, an X shall represent a vote AGAINST, an IMP shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently 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
  • 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 Characters’ 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.

Typographic Conventions

  • 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 Soldier 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 Soldier 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.
  • For the purpose of all rules, time in Blognomic is in GMT.


  • Quorum is equal to half the number of Soldiers, rounded down, plus one.
  • General
  • Soldier


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".

Fair Play

The following are BlogNomic’s rules of fair play. If any of the rules are found to have been broken, a proposal or CfJ may be made to remove the perpetrator from the game, and bar them from rejoining.

  • A single person should not control more than one Soldier within BlogNomic.
  • A Soldier should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A Soldier should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • Instead of deleting content from a blog post which has at least one comment, the content should either be struck through with <strike> tags, or replaced with a link to a copy of the same content on the wiki.
  • A Soldier should not edit their own blog comments once posted, nor those of any other Soldier.