Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Adventurers 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 his arrival. An Admin shall add him to the roster in the sidebar and the GNDT, at which moment he becomes an Adventurer.
An Adventurer may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. An Adventurer may only change his name as a result of a proposal approving the change.
Some Adventurers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Adventurers 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 Adventurers 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 Adventurers are not counted as Adventurers. Admins may render a Adventurer Idle if that Adventurer has asked to become Idle or if that Adventurer 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 an Adventurer at his request (unless that Adventurer asked to become Idle within the previous 4 days) - the Adventurer'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 Adventurers receive, if such a value exists.
Any Adventurer may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Adventurer 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 Adventurer 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 Adventurer who made a Proposal has not cast a Vote on it, his Vote is counted as FOR. If a Adventurer uses more than one Voting Icon in comments on a Pending Proposal, his Vote is the last voting icon he uses. If a Adventurer leaves the game or goes Idle, his Vote is no longer valid. If a Adventurer 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 Djinni. The vote will count as the same as the Djinni's vote. If the Djinni 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 Djinni. If there is no Djinni, a vote of DEFERENTIAL counts as an explicit vote of abstention.
If no Djinni 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 Adventurer who proposed it has voted AGAINST it.
- The Djinni 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 Djinni has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the Djinni 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 Adventurers actively disagree as to the interpretation of the Ruleset, or if a Adventurer feels that an aspect of the game needs urgent attention, then any Adventurer 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 Adventurers may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Adventurer'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.
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 Adventurer 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 Adventurer 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 Adventurer may update any Adventurer's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged - if a Adventurer 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.
Adventurers 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 Adventurer, known as the Djinni, and is named according to the number of Dynasties he has headed (eg. "The First Dynasty of Myke").
The Djinni may vote to VETO any Proposal.
Victory and Ascension
If a Adventurer (other than the Djinni) 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 “Adventurers”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.
Every Adventurer 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 Djinni has voted on it. Upon resolution, if a Quorum of Adventurers 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 Adventurer who made the DoV as its Djinni. (That Adventurer may pass this role to another Adventurer at this point, if he wishes.) The Hiatus continues until the new Djinni posts an Ascension Address to the BlogNomic weblog - this shall specify the Djinni'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 Adventurer 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.
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 Adventurer within BlogNomic.
- An Adventurer 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.
- An Adventurer 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.
- An Adventurer should not edit their own blog comments once posted, nor those of any other Adventurer.
- An Adventurer should not edit the "Entry Date" field of a blog post.
- An Adventurer should not make or edit a post such that its title does not broadly match its URL title.
- An Adventurer should not make a DoV primarily to delay the game by putting it into Hiatus.
For purposes of all dynastic rules, the Djinn is not considered an adventurer unless it is explicitly stated otherwise.
The current Djinni is the player called Darknight.
His Prophesied Return
In this subrule, the words "Darknight" and "Wakukee" refer to the players with those names. If Wakukee de-Idles before the end of The First Dynasty of Wakukee he shall become the Djinni, unless he explicitly declines. If Wakukee becomes Djinni through this rule, the admin that de-Idled Wakukee shall delete the subrule of Rule 2.1 entitled "Interim Dji-Man" and set Darknights's Power and Corruption to 0, his Wishes to 3, his Location to "NYC", and set any other GNDT values of his to the value given to new players. If Wakukee declines to become Djinni the admin that de-Idled him shall set Wakukee's GNDT stats other than location to the values given to new players. If Wakukee de-Idles before the end of The First Dynasty of Wakukee, the admin that de-Idled him shall delete this subrule after following all relevant instructions contained in it.
Each Adventurer (as well as the Djinn) has a value for the statistic "Wishes", which is tracked in the GNDT. An Adventurer may never have less than 0 wishes. Each Adventurer starts with 3 Wishes, and the Djinn starts with a Wishes value of -. An adventurer may "Make a Wish" by PMing the Djinn. His message should have a title of "I wish", and contain a single wish. The Djinn must look at each wish and a) determine whether or not he will grant the wish, and, if he decides to grant the wish, b) reduce the Wishes of the adventurer who made the wish by 1, perform the results of the wish and announce any resultant gamestate or ruleset changes in a blog entry. Any wish that does not include an explicit timeframe in which the request is to be granted shall be deemed to be requested for immediate enactment. A player may not make a wish if his wishes are not greater than 0. The Djinni may only alter gamestate when fulfilling wishes, as permitted elsewhere in the ruleset, or in the course of normal admin duties. (e.g. voting, enacting proposals, choosing initial locations for Adventurers who have not chosen their own 96 hours after the passing of the “Fiat Lux Redux” proposal).
The Djinn is supposed to, to the best of his ability, grant all wishes legally requested of him by an Adventurer, but there are some wishes he will not grant. If the Djinn does not grant a wish, he is required to tell the adventurer who made said wish the reason for which the wish was not fulfilled. Wishes that will not be granted include, but are not limited to:
*Yes, this means that a player may wish that the Djinn VETO a proposal, and the wish will be granted in nearly all instances.
- Wishes for the Djinn to vote anything other than :VETO: on any proposal, or to vote in a any specific way on any official post that is not a proposal.*
- Wishes for the Djinn to relinquish his position as Djinn or grant this position to any other player.
- Wishes to directly alter any player's Corruption.
- Wishes to directly alter any player's Wishes (Wishes for more wishes).
- Wishes that change the way the Djinn would normally fulfill or ignore wishes.
- Wishes that a player achieve victory.
- Wishes which contain more than one part, such as "I wish that I had 10 power and that Bucky had 0 power", "I wish all players except me had 0 power" or "I wish that both Bucky and I had 0 Power". (However, wishes such as "I wish ALL players (including myself) had 0 power" and "I wish that all players had the power or the player directly above them in the GNDT before this wish" are entirely valid. There is a fine line between clever and illegal wishes.)
- Wishes to undo any game action covered in the core rules.
- Wishes to undo any action which was performed more than 24 hours ago.
- Wishes to allow an Adventurer to perform a daily or weekly action more than one additional time in a single day/week.
Some Wishes simply cannot be fulfilled, thanks to their impossible/illegal nature. These wishes, such as a wish for a pony when said pony is not defined by game-state, a wish for a player to be force-idled, a wish to set an Adventurer’s Power to an illegal value, or a wish for a rule to be added without being proposed, will not be fulfilled and will most likely be mocked in some way, shape, or form. Wishes for things the Djinn is not willing to do, such as idle himself, will obviously not be fulfilled. Wishes for things which the Djinn can legally do are entirely valid, and in most cases (but not necessarily all cases) will be fulfilled. These include wishes that the Djinn make a certain proposal (but not that he won't self-kill it), change the color scheme, or Change the voting icons. Creativity is encouraged. Sometimes the Djinn may act unfairly. In these cases, an adventurer is not entirely powerless to the will of the Djinn. if an Adventurer feels that a wish was denied for no valid reason, he can create a CFJ to have the wish be fulfilled anyway.
- When a wish for an action to be undone is fulfilled, the action is considered to have been performed for all purposes except the actual effect of said action, and any cost/penalty for performing the action is still assessed. I.E. If the action was a weekly action, it may not be performed again until a new week has begun, and if the action enabled a second action to be taken, that action can still be taken (or it it had already been taken, it still counts). This can also be undone by another wish.
- If a wish for the ability to perform a daily or weekly action an extra time in the relevant period of time is fulfilled, other costs and restrictions of that action still apply.
As a weekly action, the Djinni may select a random Adventurer from those with fewer than three Wishes, and increase their Wishes by one. This action is known as Granting a Boon.
If the Djinni has not Granted a Boon during the past seven days, and if at least one Adventurer has fewer than three Wishes, then any Adventurer may move the Djinni into the Lamp, if he is not already there.
Power and Corruption
Each Adventurer (as well as the Djinn) has a value for Power and a value for Corruption, each of which is Tracked in the GNDT. Each Adventurer begins with 0 Corruption and 3 Power. The Djinn starts with 666 Corruption and ∞ (infinite) Power. An Adventurer’s Power may never be less than 0 or more than 18. If an action would normally make an adventurer’s Power less than 0, it cannot be taken. If an action would normally make an adventurer’s Power greater than 18, his Corruption is instead increased by 2 and his Power remains (or is increased to) 18. An adventurer’s Corruption may never be less than 0. If an action would normally cause an adventurer’s Corruption to be less than 0, then the action cannot be taken.
Djinni in a lamp, baby
The Djinni has a Location, tracked in his “Location” GNDT field. The Djinni’s Location may be “Everywhere” (signifying that the Djinni is free) or “Lamp” (signifying that the Djinn is inside the Lamp in an unknown location). The Djinni is unable to grant any Wishes or Boons while he is inside the Lamp. Any wish made when the Djinni is inside the Lamp will be automatically denied. If the Djinni is ever put inside the Lamp, his Location becomes “Lamp”; if he ever leaves the Lamp, his location becomes “Everywhere”. If the Djinni’s Location is “Lamp”, he may adjust the Lamp’s Location to any valid Location from Rule 2.6 but having done so, may not do so again until after the Djinni has been released from the Lamp and then put back inside the Lamp. The Location of the Lamp shall not be tracked in the GNDT.
The Djinni’s Location cannot be changed to the Lamp if the Djinni was Freed by an Adventurer within the last 24 hours.
The words "Genie" and "Djinni" are considered to be synonyms of "Djinn" for the purposes of the rules.
The Universe exists, and is gamestate. The initial state of the Universe consists of all locations, tangible objects, concepts and other subject matters about which an English-language Wikipedia article exists as of 23:59:59 GMT on December 15, 2009 (the “Reference Time”), as described in English-language Wikipedia at the Reference Time (the “Reference Source”). Changes to the Reference Source after the Reference Time shall be disregarded. For example, if the Reference Source provides that the Cullinan Diamond (http://en.wikipedia.org/wiki/Cullinan_Diamond) is located in the Tower of London, in the city of London, in the United Kingdom, in Europe, on Earth, then the same shall be true in the initial state of the Universe; moreover, if the Reference Source provides that the Eiffel Tower is located in Paris, France, then by necessary implication for purposes of the initial state of the Universe the Eiffel Tower is located in Europe and in the Northern Hemisphere, on Earth.
If the Reference Source contains two or more contrary or mutually exclusive statements (e.g., “Taiwan is part of China” and “Taiwan is not part of China”), and a determination of which, if any, of those statements correctly describes the initial state of the Universe becomes relevant for Blognomic purposes, then the determination of the Djinni shall be conclusive and binding.
Each Adventurer has a “Location” , which is tracked in the GNDT. Locations are limited to real-life (i.e., not fictional or mythical), existent (as of the Reference Time) locations on Earth that have their own article in the Reference Source, have a size or area, as specified in the Reference Source, of no more than one thousand square miles and exist in the Universe. For example, Independence Hall (United States), Elvis’ Pink Cadillac, and New York City are all legitimate Locations; while Narnia, Heaven, Asia and the Library of Alexandria do not exist as legitimate Locations. If there is any dispute or controversy over whether an Adventurer’s Location is a legitimate Location, the Djinni may change that Location to any value.
The state of the Universe, and Locations of Adventurers and other objects or entities may be altered by actions that affect Gamestate: for example, if the Reference Source provides that the International Prototype Kilogram (IPK) is located in France, and spikebrennan’s Location is Paris, France, and a wish is subsequently granted which provides that France shall be contained in a brown paper bag behind a dumpster in Perth, Australia, then for gamestate purposes (unless subsequently changed again), France, the IPK and spikebrennan shall all be in that brown paper bag (and the IPK and spikebrennan would continue to be in France, which in turn is in Perth, Australia); any contrary reference in the Reference Source notwithstanding.
The state of the Universe is tracked on a Wiki page called ‘Universe’. If something about the Universe is not stated on the Universe Wiki page, then the relevant data from the Reference Source is considered binding. No change to the state of the Universe that is not reflected on the Universe Wiki page is considered valid. If any Adventurer or the Djinni changes the state of the Universe via any action, then they must edit the Wiki page to reflect the change within 24 hours.
An Adventurer may have a single Vehicle, tracked in the GNDT in the "Vehicle" column. The following Vehicles are available, each with a Speed, Type and Cost rating (listed as "Speed/Type/Cost" respectively).
- Car (1/Land/1)
- Boat (2/Sea/1)
- Plane (2/Air/2)
- Racecar (3/Land/2)
- Yacht (4/Sea/2)
- Jet (3/Air/3)
If an Adventurer's Power is greater than or equal to the Cost of a Vehicle, they may obtain a copy of that vehicle by reducing their Power by that Cost. (If an Adventurer has wished for a Vehicle that is not on this list, the Djinn may add it to the list above, with ratings of his choosing.)
As a daily action, an Adventurer who has a Vehicle may Drive. To Drive, they change their Location to any Location located within X miles of their current Location, where X is the Speed of their Vehicle multiplied by a hundred. If traveling in a Land Type vehicle, there must be an unbroken route navigable by automobile between their previous and new Location. If travelling in a Sea Type vehicle, there must be an ocean within 5 miles of both their previous and new Location.
As a daily action, any Adventurer may Trek. To Trek, they change their Location to any Location located within 100 miles of their current Location.
If an Adventurer has no Location, their Location is set to "Baghdad, Iraq" automatically.
Operation Deep Freeze
Adventurers with a Location equivalent to Christchurch, New Zealand; McMurdo Station, Antarctica; or Amundsen-Scott South Pole Station may change their location to any other of those locations as a weekly action.
Places of Interest
If a Location is in the “Legislative buildings” category of the Reference Source, or any subcategory of that category, it is considered a Legislative Building. If an Adventurer’s Location is a Legislative Building and their Power is less than 3, they may - as a weekly action - gain 3 Power.
If a Location is in the “Religious buildings” category of the Reference Source, or any subcategory of that category, it is considered a Religious Building. If an Adventurer’s Location is a Religious Building and their Corruption is higher than every other Adventurer’s, they may - as a weekly action - reduce their Corruption to that of an Adventurer with the second-highest Corruption.
If a Location is an “International Airport” according of the Reference Source, it is considered an International Airport. If an Adventurer’s Location is within 10 miles of an International Airport and their Power is at least 1, as a daily action they may spend 1 Power and change their location to any other location which is within 10 miles of any other International Airport.
The Sultan and the Grand Vizier
The Adventurer with the current highest Power value is the Sultan. If two or more Adventurers share the highest value, the one of them with the lowest Corruption is Sultan. If two or more of them share the lowest Corruption among them, the Sultan position is vacant. The Adventurer other than the Sultan with the current highest Corruption value is the Grand Vizier. If two or more Adventurers share the highest value, the one of them with the lowest Power is Grand Vizier. If two or more of them share the lowest Power among them, the Grand Vizier position is vacant. The Djinn is explicitly ineligible for either role, and the values of his respective stats shall not be included when determining who has the highest value.
Visions and Dreams
If the Sultan exists, then whenever the Djinn decides to grant a wish, the Djinn must immediately PM the Sultan with the full text of the wish, the name of the wisher and the time the wish was submitted. If the Grand Vizier exists, then whenever the Djinn decides not to grant a Wish, the Djinn must immediately PM the Grand Vizier with the full text of the wish, the name of the wisher, the time the wish was submitted, and the reason the Djinn did not grant it.
Certain Locations contain Oracles. These Locations are identified on the Universe page. If an Adventurer’s Location contains an Oracle then that Adventurer may send a private message to the Djinni stating that the Adventurer is consulting the Oracle to determine a relic’s Location, whereupon, within 72 hours, the Djinni shall privately communicate to that Adventurer and to the Grand Vizier (and, if that Adventurer is the Grand Vizier, to the Sultan) a hint as to that relic’s Location (and if the Djinni does not do so, then the relic’s Location shall be moved to that Adventurer’s location). Upon consulting the Oracle, that Adventurer’s Location shall be changed to Baghdad, Iraq in honor of “Arabian Nights”. If the relic in question is still hidden 24 hours after having provided the hint as aforesaid, then the Djinni may, but is not required to, post the hint in a blog post.
Certain relics exist which may augment an Adventurer’s capabilities. As a weekly action, the Djinn may announce the creation of a new relic, specifying its name and properties, in a blog post. Each Relic is either carried by an Adventurer, or languishing in an undisclosed hiding place, which is a valid Location in the Universe selected by the Djinn. Relics are awarded, by the Djinn, to any Adventurer whose location is the same as the hiding place (the Djinn’s decision on whether or not this has taken place is final) for more than 24 continuous hours.
Wishes may be used to create new relics but may not be used to transfer ownership of a relic, either from one hiding place to another, from a hiding place to an Adventurer, or from one Adventurer to another. Relics owned by an Adventurer are tracked in the GNDT; new Adventurers start with no relics.
Directory of Relics
This sub-rule contains a complete list of all relics. Any relic not listed in this rule is not valid and may have no effect. The Djinn is responsible for updating this list to ensure its accuracy.
- The Lamp
- When an Adventurer is awarded the Lamp, they automatically free the Djinni from it, if he is inside it. Upon doing so, the Djinni leaves the Lamp, the Adventurer gains 1 Wish (unless they were the last Adventurer to be responsible for the Djinni entering the Lamp) and the Lamp is moved to an undisclosed hiding place.
- Ring of Pain
- The Ring of Pain may be used by the possessing Adventurer, as a daily action, to increase their Power and Corruption by 1, unless doing so would raise either above their legal limit, in which case it cannot be used.
- Transportation Rod
- The Transportation Rod may be used by the possessing Adventurer to change their location to any other valid location once. The Transportation Rod must be removed from the Adventurer’s Relics entry in the GNDT once used, after which the Djinn shall decide on a new hiding place for it.
- Go-Faster Gloves
- The Adventurer with the Go-Faster Gloves may steal one relic from an Adventurer whose Location is the same as their own. The Go-Faster Gloves must be removed from the Adventurer’s Relics entry in the GNDT once used, after which the Djinn shall decide on a new hiding place for them.
- Amulet of the Ifriti
- One quarter of the amulet used to wrest infinite power fron a Djinn. The holder of all four Amulets has achieved victory.
- Amulet of the Maridi
- One quarter of the amulet used to wrest infinite power fron a Djinn. The holder of all four Amulets has achieved victory.
- Amulet of the Ghul
- One quarter of the amulet used to wrest infinite power fron a Djinn. The holder of all four Amulets has achieved victory.
- Amulet of Shaitan
- Bag of London
- This bag holds London, Ontario.
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 blognomic.com
- Daily Action
- If a game action is a Daily Action, each Adventurer 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)
- An Adventurer's Effective Vote Comment with respect to a given Proposal means that Adventurer’s Comment to that Proposal (if any) that contains that Adventurer’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, an Adventurer 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 blognomic.com
- Quorum is equal to half the number of Adventurers, rounded down, plus one. If a Rule or other Gamestate document refers to a Quorum of some subset of Adventurers (such as a Quorum of Adventurers who share a particular Gamestate attribute, but excluding all other Adventurers) then Quorum is equal to half the number of Adventurers 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 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.
- 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 Adventurer able to perform it may take that action once per week, but not more than once every twenty-four hours.
- The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page
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.
- Within the ruleset, a word only refers to the name of an Adventurer if it is explicitly stated that it refers to an Adventurer's name.