Ruleset 69

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Players 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 him to the roster in the sidebar and the GNDT, at which moment he becomes a Player.

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

Some Players are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Players who wish to become Admins 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 Players are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2, 1.8 and 1.10, Idle Players are not counted as Players. Admins may render a Player Idle if that Player has asked to become Idle or if that Player has not posted 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 Player at his request - the Player'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 Players receive, if such a value exists.


Any Player may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Player already has 2 Proposals pending, or has already made 3 Proposals that day).

Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending. A Proposal may not also be a Call for Judgment.


Any Player 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 Player who made a Proposal has not cast a Vote on it, his Vote is counted as FOR. If a Player uses more than one Voting Icon in comments on a Pending Proposal, his Vote is the last voting icon he uses. If a Player leaves the game or goes Idle, his Vote is no longer valid. If a Player 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 Leader. The vote will count as the same as the Leader's vote. If the Leader casts a vote of DEFERENTIAL on a proposal, it serves the purpose of cancelling any previous vote on that proposal that was cast by the Leader. If there is no Leader, a vote of DEFERENTIAL counts as an explicit vote of abstention.

If no Leader 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 Player who proposed it has voted AGAINST it.
  • The Leader has voted to VETO it

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

Proposals the Leader has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the Leader 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 Players actively disagree as to the interpretation of the Ruleset, or if a Player feels that an aspect of the game needs urgent attention, then any Player may raise a Call for Judgment (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 Players may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Player's later votes overriding their earlier ones). Unfailed CfJs continue until they reach a Quorum of FOR votes, a Quorum of AGAINST votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed. After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset shall be amended as was specified. Otherwise, the CfJ fails. A Failed CfJ has no further effect.

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 Player may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts.

If no Player has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must changed to reflect its status.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following exception: Whilst a non-official post has been posted for less than five minutes and has no comments, the author may change the categories as they wish.

Voting and comments are accessible through the link at the bottom of every post.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at Any Player may update any Player's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a Player feels that an alteration goes against the Rules (as they were at the time of the alteration), he may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment shall be raised.

Players shall be assigned a password for the GNDT when they join the Nomic.


BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single Player, known as the Leader, and is named according to the number of Dynasties he has headed (eg. "The First Dynasty of Myke").

The Leader may vote to VETO any Proposal.

Victory and Ascension

If a Player (other than the Leader) believes that he has achieved victory in the current Dynasty, he may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.

Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Players”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Player may respond to an active DoV saying whether or not he believes the poster has achieved victory in the current Dynasty (using the FOR and AGAINST icons).

The Declaration of Victory may be resolved after 24 hours, or after 12 hours if the Leader has voted on it. Upon resolution, if a Quorum of Players have voted on the DoV and more than half of those votes were in favour, then the DoV passes - otherwise the DoV fails, and if no other DoVs are still pending, the Hiatus ends.

When a DoV passes, all other active DoVs are failed, and a new Dynasty begins with the Player who made the DoV as its Leader. (That Player may pass this role to another Player at this point, if he wishes.) The Hiatus continues until the new Leader posts an Ascension Address to the BlogNomic weblog - this shall specify the Leader'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 Player 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.

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 Player within BlogNomic.
  • A Player 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 Player 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 Player should not edit their own blog comments once posted, nor those of any other Player.
  • A Player should not edit the "Entry Date" field of a blog post.
  • A Player should not make or edit a post such that its title does not broadly match its URL title.
  • A Player should not make a DoV primarily to delay the game by putting it into Hiatus.

Dynastic Rules


Each player has a statistic tracked in the GNDT under the column 'Points'. This number may also be referred to as that player's Score.

All players start with zero points. Scores may be either positive or negative.

A player is awarded ten points each time one of their proposals is enacted.

A player is fined two points each time one of their proposals fails.

To spend points is to reduce one’s score. A player cannot spend points if their score after the spending would be negative.

Leader board

The Player with the highest Score amongst all Players is the Acting Leader. If two or more players are tied for the highest Score, no Player is the Acting Leader.

If there is no Leader, then the Acting Leader is the Leader for the purpose of the Core Rule entitled "Voting", but not for any other Core Rules. (The Acting Leader cannot Veto Proposals unless they are also the Leader. )


Whenever the enaction or failure of a Proposal would fine or award Points to a Player, the Admin who enacted or failed it must list these fines and awards in their Admin comment.

Within 72 hours of a Player being fined or awarded Points, any Player may process that fine or award in the GNDT (adding Points in the result of an award, removing them in the result of a fine), provided that the adjustment is carried out only once. Points lost to a fine are simply lost, they are not paid to another Player. This rule supersedes every other rule that specifies who can modify a Player’s Score.

Idle Players may be fined as if they were non-Idle players. Such fines can only be processed when the Player ceases to be Idle.

Transfers [2 points]

At any time, a Player with 1 or more points may transfer any amount between 1 and 100 of their own points to any other Player of their choice (to perform the transfer, the first Player decreases their score by the transfered amount and then increases the other Player's Score by the same amount).

Trivial Proposals

A proposal is Trivial if it is a Viral Proposal, it contains a statement to that effect, its title contains the text “[Trivial]”, at least half of the EVCs on that proposal contain the text “Trivial” or it has no effect on the Ruleset upon enactment. When a Trivial proposal is adminned, its author is not awarded or fined any Points from Rule 2.1 and/or its subrules.

The triviality of a proposal designated as trivial under the criteria above is overriden if at least half of the EVCs on that proposal contain the text “Nontrivial”.

Speed Limit (Indigo)

No Player can have their score absolutely increased by more than 100 during a single day (which is defined as a 24 hour period starting at midnight UTC). If a Player’s score would be absolutely increased by more than 100 during a day, their score is instead increased by the maximum amount which doesn’t cause their score to be absolutely increased by more than 100 that day (this can be zero).

Ruleset Theft

As a weekly action, a player may attempt to Steal a Rule. To do so, that player must follow the following steps in order:

  • Roll “Stealing a Rule: DICEX” in the GNDT, where X is the number of active nomics listed at (note that DatabaseTemplate is not a nomic; it is illegal to make more than one of these rolls in a week);
  • Find the ruleset, or entity corresponding to a ruleset, of the nomic whose position in that list is equal to the number rolled in the GNDT in the first step (the attempt to Steal a Rule fails if it cannot be found, or if the nomic in question has no analogue to a ruleset);
  • Pick a random rule, or entity corresponding to a rule, from that nomic (using the GNDT to randomize which rule to pick in a suitable manner; if the rules of the nomic in question are customarily arranged in some order, then rolling DICEX where X is the number of rules in that nomic, then picking the Nth rule where N is the result of the dice roll, is the recommended method);
  • Submit a non-Trivial proposal with “[Theft]” (a Theft Proposal) in its title which would create a copy of the rule in question as a subrule of this rule, except that any number of proper nouns in the rule in question may be changed from terms in the nomic in question to equivalent terms in BlogNomic (for example, if a rule that was stolen this way had the name of the nomic it was stolen from in it, that name should be changed to “BlogNomic” rather than being left in its original state); this proposal may also include proposed amendments to other rules, if the stolen rule would contradict or interact unclearly with those rules;
  • If the proposal in question is passed, then the attempt to Steal a Rule succeeds; if it is failed, it fails.

As an exception to the Core Rules, Theft Proposals submitted according to this rule can be legally submitted even if the submitter already has 2 proposals Pending (conversely, this also means that if a Player has 2 Proposals pending, and one of them is a Theft Proposal, they can still create 1 additional proposal), or has already submitted 3 proposals that day. It is not necessary, although still considered good style, to mention the source of the rule created by a Theft Proposal in the Theft Proposal’s commentary.

If a player has performed the first three steps of the process detailed above, and determines that the rule that they have selected is unsuitable for BlogNomic, then they may abort the process at this point. They may not attempt to steal a rule for another jiffy after having done so.

When an attempt to Steal a Rule succeeds, the player who made the attempt is awarded an additional 5 points, each player who voted FOR the corresponding Theft Proposal is awarded 2 points, and the administrator who administrated the Theft Proposal is awarded 2 points.

Rule Changes are Secured (Blue)

A rule change is any of the following:

(a) The creation of a rule.
(b) The repeal of a rule.
(c) The alteration of a rule’s text.
(d) The alteration of that rule’s fee or sponsor.

Rule changes are only possible as explicitly defined by the rules.

First Speaker

A Player may be the Speaker for a single Dynasty of BlogNomic. This is tracked in the GNDT, as the number of that Dynasty. (A Dynasty’s number is its position in the “Dynastic History” section of the BlogNomic wiki main page - a section which may not be edited or duplicated while this rule exists. Round One and Metadynasties are considered to be Dynasties for the purpose of this rule.)

A Speaker’s job is to ensure that the Dynasty’s page in the BlogNomic wiki contains the following information:-

  • A copy of the Ascension Address, if one was made.
  • A list of at least three of the players who took part in that Dynasty.
  • A link to a copy of the final ruleset, hosted on the BlogNomic wiki.
  • At least five proposals of interest, with links (via if they were hosted on the deleted and a one-sentence summary of what made them interesting.
  • Details of how the dynasty ended.

If a Player is not a Speaker for a Dynasty, they may Attempt to Speak. To Attempt to Speak, a Player rolls DICE68 in the GNDT to select a Dynasty with the resulting number. If no other Player is the Speaker of that Dynasty, and if the Dynasty’s wiki page does not meet the criteria in the list above, then the rolling Player becomes its Speaker. Otherwise, the player may either roll again, or end their Attempt to Speak. If a Player is the Speaker of a Dynasty and it meets the criteria listed above, that Player is awarded 10 points and ceases to be its Speaker. If a Player is the Speaker of a Dynasty and either cannot make it meet the criteria listed above, or no longer wishes to Speak for that Dynasty, they may spend 5 points to resign as Speaker of that Dynasty.

Elections (red)

As a weekly action, a Player may open an election - if there is not already an election in progress, and if no election has already been held that week - by making a sticky post to the blog with the title “Election”. As a comment to such a post, any player may make a comment voting for another player to become the Leader of Blognomic, or may vote for themselves if at least one other player has already done so. Any player may change their vote any number of times until voting closes, only their latest such vote shall count.

After 48 hours, the current election shall become closed to voting, and the votes may be tallied at any time thereafter by any admin. The player receiving the most votes, where each player has votes equal to their Points as of the close of the election (or 1 if their Point total is non-positive), shall become the Leader of Blognomic. This rule shall be updated to reflect the new Leader.

The current Leader is Kevan.


No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

Sesquipedalophilia (Orange)

A rule is Brief if it contain no words longer than nine letters, with hyphenated words counting as separate words. If a proposal would create a Brief rule, or would amend an existing non-Brief rule such that it became Brief, then any Player may Veto that proposal, as if they were the Leader.

Resignation (Red)

The Leader may resign if e appoints a successor who agrees to serve as Leader until the end of the dynasty.


Dynastic Rules may have fees associated with them. The fee for a rule is noted in a label such as “[X Points]” next to the name of that rule, where X is a positive number. The fee is not considered to be part of the name of that rule when the rule is referred to.

Whenever a rule with a fee defines an action, a Player may not perform that action until that Player pays the fee of that rule, by spending X Points (X being the number in the label as explained above) along a GNDT comment containing the name of the rule defining that action. This fee must be paid for each time the Player attempts to perform the action.

If a sub-rule has a fee, and the rule that contains it has a fee as well, both fees must be paid to perform an action in the sub-rule.

Players can create a special type of Proposal called a Sponsored Proposal, which contains the text "[Sponsored by NAME]" at the beginning of its title, where NAME is the name of any player (known as the Sponsor) with a Score greater or equal to twice the number of Players.

If the Sponsor votes against the Proposal they are Sponsoring, the Proposal is considered failed, cannot be enacted, and the author of that Proposal is fined for 5 points.

If the Proposal passes, the Sponsor is fined for an amount equal to the number of Players that voted FOR the Sponsored Proposal, and each Player that voted FOR the Sponsored Proposal (except the author) is awarded 2 Points.

If a Sponsored Proposal would create a dynastic rule, the text "Sponsored by NAME.", where NAME is the Sponsor of that Proposal, is added at the end of the rule's text (if other text is added at the end of the rule, move the text created by this rule to the end afterward). Those rules are known as sponsored rules. The player called name is known as the Sponsor for that rule.

If a sponsored Rule (or a sub-rule of the sponsored rule) that has a fee defines an action, whenever that action is taken by a Player other than the Sponsor, that Player may optionally pay only half the fee (rounding down) instead of the full fee. If they do so, the Sponsor of that rule is awarded an amount of points equal to the amount paid.

More Weekly Please [50 points]

Once a week, a Player may pay this rules fee to perform the weekly action of any other rule a second time, (for example, steal two rules in one week). Points are awarded or fined as normal.

Viral Proposals

A proposal is Viral if its title contains the text “[Viral]”. Viral Proposals can only be created as directed by other Proposals or by Dynastic Rules.

Viral proposals are considered not to have an author, and thus are unaffected by the restrictions on making proposals in Rule 1.3. Viral proposals are always Trivial.

If the oldest pending Proposal is Viral, the oldest pending proposal that is not Viral may be enacted or failed under Rule 1.5 as if it were the oldest pending Proposal.

Immune System (Orange)

If no Player has previously done so in the current week, any Player may post a Viral proposal. That Viral Proposal’s Title shall be “[Viral]:The X Purge” where X is the ordinal immediately after the one in the title of the most recent proposal created under this rule, or ‘First’ if there is no such proposal. The Viral Proposal’s text shall be “Fail all pending Viral proposals other than this one.”

Custom Virals [5 points]

As a weekly action, a Player may create a Viral Proposal. That Viral proposal must contain two sections: a Payload and a Vector.

The Payload shall be a list of repeatable changes to the Ruleset and/or Gamestate.

The Vector shall be text of the form “When this becomes Enacted, the enacting admin shall create a Viral proposal with a body identical to this proposal’s and a title of ‘[Viral]: ***** (X)’ Where X is 1 plus the largest number in this proposal’s Title.”, with ***** replaced by an appropriate word or phrase of the Player’s choice.

The Title of the Viral Proposal shall be the same as that of the Proposal it would create if enacted, except that X shall be equal to 1.

Dynastic Glossary

The following terms have the following meanings:

an agreement between players enforced by the rules
something that is possible, but that the rules specify an explicit penalty for doing
A Hiatus with at least two CFJs created during it
in a timely manner
no more than 7 days late
36 hours
One fifth of a Point
Once in a length of time equal to 11 days, 13 hours, 46 minutes, 40 seconds
likely to cause huge damage to the gamestate
Any term mentioned in a large number of rules, but not defined
12 days, not counting time spent during a Hiatus
A core rule
72 hours

An Ascension Address corresponding to a successful DoV may optionally delete any number of definitions from this rule (or leave this rule untouched or repeal it, as normal).

Teams (Indigo)

There will be seven human-controlled teams involved.

Every player belongs to one of the teams, which are entitled Red, Orange, Yellow, Green, Blue, Indigo, Violet. If a player does not belong to a team, any player may assign them a team by rolling DICE7 with a comment of “Team Assignment (player)” replacing “player” with the player’s name. The player is then assigned the team whose name’s position in the team list matches the rolled number. Player’s team assignment is tracked in the GNDT. Players who share a common Team value are teammates; all players from a given team may be referred to collectively as that team (IE. all the players on Team Blue may be collectively referred to as Team Blue).

Team Rules (Indigo)

A rule is owned by a Team if it contains the name of a Team in brackets as part of its title. A rule can be owned by multiple Teams.

Whenever a new Dynastic rule is created as the result of a proposal, it becomes owned by the Team of the Player whose proposal created the rule, and should have the Team name appended in brackets to its title (if it is not already there).

If there is any way in which the enactment of a proposal would amend or repeal a rule that is owned by a Team, and if the proposal was not made by a member of that Team, then any member of that Team may vote to Veto that proposal. For the purposes of Rule 1.5, this is treated as if it were a Veto from the Leader.

Team Proposals [3 Points] (Indigo)

As a weekly action, a Player can create a Team Proposal, which is a special type of Proposal with the text “[Team X]” on its title, where X is the Team of the Player creating it. A Team Proposal cannot be Trivial. When a Team Proposal is failed or enacted, all Points awarded or fined to its author are also awarded or fined accordingly to every other Player whose Team matches that of the Proposal.

Team Swap [8 Points] (Indigo)

As a weekly action, a Player (the Swapping Player) can change their Team to the Team of any other Player. Then, each other Player whose Team is the same as the Swapping Player’s new Team is awarded 2 points.

Team Politics (Red)

Each Team is Friendly towards the two teams adjacent to it in the list {Red, Orange, Yellow, Green, Blue, Indigo, Violet}, with Red and Violet considered adjacent.

Each Team is Neutral towards the two other teams with whom they share a Friendly team.

Each Team is Unfriendly towards the two teams they are neither Friendly nor Neutral towards.

Team Eviction [2 Points] (Yellow)

As a daily action, a Player may Evict a Player who shares a Team with them, so long as that Team has more Players than any other Team, and the Evicting Player has more Points than the Evicted Player. When a Player is Evicted, the Evicter rolls DICE6 in the GNDT - the Evicted Player is assigned to the team whose name's position in the team list (skipping the Evicter's Team) matches the rolled number.

Kidnapping [20 points] (Red)

As a Weekly Action, a Player may Kidnap a member of a Team that their own Team is Unfriendly towards. When they do so, the Kidnapped player's Team is changed to match that of the player who Kidnapped them.

Team Merger (Yellow)

As a weekly action, a Player may propose a Team Merger by posting a blog entry with a subject “Team Merger: A into B”, where “A” is the Team of the Player, and “B” is a Team which has more members than the Player’s Team. Members of each team may comment on this blog entry using voting icons. As soon as every member of Team A and at least one member of Team B has left a FOR voting icon on the post, all members of Team A are moved to Team B. Each player moved in this way is awarded 10 points.

Once the members have been moved, or if the Team Merger post has existed for more than 48 hours, the Team Merger ends, and further comments may not be added to it.

Games (Yellow)

As a weekly action, any Player may start a Subgame with themselves as its GM, by spending one or more Points and making a story post with the title prefix “Subgame:”. A Subgame post must include the following information:-

  • The name of the Subgame.
  • Any rules for playing the Subgame.
  • A definition of how and when the Winner will be determined.
  • The Stake (a value equal to number of points paid by the GM during the Subgame’s creation).

Once a Subgame post has been made, and before it has been won, any Player may join the defined Subgame by spending a number of Points equal to the Subgame’s Stake, and then posting a comment to that post containing a FOR icon. The GM of a Subgame is automatically considered to be playing that Subgame.

The Pot is equal to the Stake, multiplied by the number of Players who are playing the Subgame. The first player to achieve the specified win condition in a Subgame they have joined has won that Subgame. Upon winning a Subgame, the winner is awarded Points equal to that Subgame’s Pot.

Buying Votes (orange)

Players may buy additional rules on a proposal, according to the details given in this rule’s sub-rules, by making a comment to the proposal containing a vote icon and text explicitly invoking the rule under which the votes were bought. When votes have been so bought on a pending proposal, quorum shall be calculated by adding the number of votes so bought to the number of active Players, dividing by two, rounding down and adding one.

The subrules of this rule are always overridden by the text of this rule, that is, the restrictions and instructions given above shall apply whenever a player buys a vote according to one of this rule’s subrules.

Bought Veto [30 Points] (orange)

As a daily action, a Player may buy veto for a proposal, with the same effect as if they were the leader.

King Anthony's Crown

Arthexis may not veto proposals. This takes precedence over all other rules.

Political Victory

If all Players not on a certain Team are on Teams Friendly towards that Team, the player on that Team with the highest Score achieves victory. If two players would simultaneously achieve victory under this rule and neither of them is the Leader, only the one with the higher score achieves victory.

If a Player wins by this Rule, they are encouraged to show favoritism towards their teammates (or those who were their teammates at the end of the dynasty) during the first two weeks of the next dynasty.



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.)

"is able to"
A blog comment published to the BlogNomic weblog at
Daily Action
If a game action is a Daily Action, each Player able to perform it may take that action once per day, but not more than once every six hours.
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 "YDICEX" refer to Y X-sided dice, rolled within the GNDT. 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.
Effective Vote Comment (EVC)
A player's Effective Vote Comment with respect to a given Proposal means that Player’s Comment to that Proposal (if any) that contains that Player’s Vote on the Proposal that is given effect in accordance with Rule 1.4 when the Proposal is Adminned.
Flavour Text
When posting a blog entry, a Player may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
Any information which the Ruleset regulates the alteration of.
"is permitted to"
A blog post published to the BlogNomic weblog at
Quorum is equal to half the number of Players, rounded down, plus one. If a Rule or other Gamestate document refers to a Quorum of some subset of Players (such as a Quorum of Players who share a particular Gamestate attribute, but excluding all other Players) then Quorum is equal to half the number of Players who share that Gamestate attribute, rounded down, plus one. If the words quorum and Quorum are ever different, they effectively mean the same thing.
"is required to"
"is recommended that"
Story Post
A Story Post is an Official Post that is not a member of any specific category of Official Posts mentioned or defined in a Core Rule (excluding Official Post).
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.
Voting 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.
References to a "week" refer to the period of time between the start of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Player able to perform it may take that action once per week, but not more than once every twenty-four hours.


Numbers and Variables

  • 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.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • 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 would require setting a gamestate variable to an illegal value. (e.g. spending X of a numeric value that must be non-negative when the subtraction would result in a number which is negative).

Rules and Proposals

  • 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.
  • 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.


  • For the purpose of all rules, time in Blognomic is in GMT.
  • 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.
  • Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09", it shall be assumed that the date is in a day/month/year format.
  • Any duration reference to a given day (i.e. “Sunday” or “August 2nd"), unless otherwise stated, inclusively begins at 0:00:00 GMT on the mentioned day and inclusively ends at 23:59:59 GMT on the same day.


  • 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.