Ruleset 75

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Colonists 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.”

Colonists

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 a Colonist.

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

Some Colonists are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Colonists 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 Colonists 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 Colonists are not counted as Colonists. Admins may render a Colonist Idle if that Colonist has asked to become Idle or if that Colonist has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may de-Idle an Colonist at his request (unless that Colonist asked to become Idle within the previous 4 days) - the Colonist'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 Colonists receive, if such a value exists.

Proposals

Any Colonist may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the "Proposal" category that describes those changes (unless the Colonist 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.

Voting

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 If a Colonist leaves the game or goes Idle, his Vote is no longer valid.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

If no Expedition 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.

Enactment

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 continuously been a proposal for that time, 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 Colonist who proposed it has voted AGAINST it.
  • The Expedition 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 Expedition Leader has voted to VETO are considered vetoed. Proposals the author has voted against are considered self-killed unless the Expedition 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 Colonists actively disagree as to the interpretation of the Ruleset, or if a Colonist feels that an aspect of the game needs urgent attention, then any Colonist 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 Colonists may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Colonist'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 http://blognomic.com. Any Colonist 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 Colonist 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. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. 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 be changed to reflect its status.

AA 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 fifteen 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 Colonist may update any Colonist's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. A GNDT update that does not perform a rules-defined action does not alter the gamestate; Colonists should not alter the GNDT except to correct it to match the actual gamestate (in the case that the two somehow end up different), or to perform an action.

If a Colonist feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), he may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Colonists are encouraged to raise a Call for Judgment instead. Colonists shall be assigned a password for the GNDT when they join the Nomic.

Dynasties

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

The Expedition Leader may vote to VETO any Proposal.

Victory and Ascension

If a Colonist (other than the Expedition 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 “Colonists”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Colonist 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 Expedition Leader has voted on it. Upon resolution, if a Quorum of Colonists 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 Colonist who made the DoV as its Expedition Leader. (That Colonist may pass this role to another Colonist at this point, if he wishes.) The Hiatus continues until the new Expedition Leader posts an Ascension Address to the BlogNomic weblog - this shall specify the Expedition 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 Colonist 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 Colonist within BlogNomic.
  • A Colonist 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 Colonist 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 Colonist should not edit their own blog comments once posted, nor those of any other Colonist.
  • A Colonist should not edit the "Entry Date" field of a blog post.
  • A Colonist should not make or edit a post such that its title does not broadly match its URL title.
  • A Colonist should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Colonist should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).

Dynastic Rules

Royal Blood

For purposes of all dynastic rules, the Expedition Leader is not considered a Colonist unless it is explicitly stated otherwise.

The Settlement

The map of the Settlement is located here. Each Location is Designated by a number followed by a letter, and Represented by one ASCII character. The legend below the map denotes what each ASCII character represents. Locations that are denoted as empty in the legend are Empty. Locations that are denoted as occupied in the legend are Occupied.

Each Colonist has a Location that is tracked in the GNDT and corresponds to a location on the Settlement Map. New Colonists start at 13a if it is empty, otherwise they start in the empty location closest to 13a.

Walls, Doors and Rock are all Barrier Locations; other Locations are Free Locations. If a group of connected Free Locations is entirely enclosed by Barrier Locations, the Free Locations are known as a Room. If any single Location (which is not a Door) would be in more than one Room, only the largest of those Rooms counts as a Room. Door Locations are considered to be part of any Rooms which they are adjacent to. If a Location is part of a Room, that Location is Indoors. Otherwise, it is Outside.

Locations

Special effects of certain Locations shall be listed at the end of this rule.

  • Bed: A Colonist who is in a Bed, and in a Room containing no Noisy Contraptions or Smoke, may set his Energy to 50 more than the amount specified in rule 2.3 when resting.
  • Channel: If a Channel is Adjacent to Water, it turns into Water.
  • Seedling: each Monday at 00:00:01 UTC, every Seedling on the Map becomes a Small Crop. Any Colonist may edit the Map to reflect this change.
  • Small Crop: each Monday at 00:00:00 UTC, every Small Crop on the Map becomes a Mature Crop. Any Colonist may edit the Map to reflect this change.
  • Smoke: If a Colonist is located in Smoke, they may not perform Tasks or build Constructions. If a square of Dirt is adjacent to Smoke, any Colonist may turn that Dirt to Smoke. If a group of connected Smoke Locations is adjacent to an Outside location, or adjacent to a Chimney, any Colonist may turn all of that Smoke into Dirt.
  • Indoors: If a Colonist is located anywhere that is considered Indoors per Rule 2.2 The Settlement, reduce all energy costs for that Colonist by 25% , rounding to the nearest integer with .5 rounding up, whilst that Colonist is Indoors.

Tunneling

Any Colonist whose Location is at the very bottom of the Settlement Map may add five full rows of Rock to the bottom of the Map as a weekly action.

Energy

Each Colonist has an amount of Energy, and a level of Stress, which are tracked in GNDT. New Colonists start with 50 Energy and 0 Stress. As a weekly action, a Colonist may rest, and set his Energy to either (100 - his Stress), or 35, whichever is larger.

Movement

A Colonist may at any time spend 4 Energy to move in one of the four orthogonal directions to an Empty location adjacent to their current location. If a Colonist is in a Channel, they may not move to a Location which isn’t also a Channel.

Tasks

A Colonist can perform the following tasks:

  • Mine. This can only be performed by a Colonist adjacent to Rock. The Colonist may spend 8 Energy to turn the Rock into Dirt and move into it.
  • Chop wood. This can only be performed by a Colonist adjacent to a Large Tree. The Colonist may spend (4x) Energy to add x Wood to the Colony Stockpile. Whenever a Colonist Chops Wood, they must roll a DICE3, and on a 1 turn a Large Tree adjacent to their Location into Dirt.
  • Fish. This can only be performed by a Colonist adjacent to water. The Colonist may spend 4 Energy to add 1 Food to the Colony Stockpile.
  • Hunt. Any Colonist can perform this task. The Colonist may spend 4 Energy to kill an Outsider who is adjacent to them, provided that the Outsider has less Energy than the Colonist (immediately prior to the Task being performed).
  • Dig Channel. The Colonist may spend 16 Energy to turn a Dirt Location adjacent to his location into a Channel if there are no Colonists in that Location.
  • Gather. This can only be performed by a Colonist adjacent to a Bush or small Tree. The Colonist may spend 4 Energy and roll DICE3 to add 1 Food, 1 Wood or 2 Seeds to the Colony Stockpile as indicated by the result of the roll, where 1 is Food, 2 is Wood and 3 is Seeds.
  • Plant Seed. This can only be performed by a Colonist who is less than three steps away from Water. The Colonist may spend 8 Energy and remove 1 Seed from the Stockpile to turn Dirt at his location into a Seedling.
  • Harvest Crop. The Colonist may spend 5 Energy and turn a Small Crop at his location into Dirt to add 8 Food to the Stockpile, or spend 5 Energy and turn a Mature Crop at his location into Dirt to add 12 Food to the Stockpile.
  • Brew. The Colonist may spend 5 Energy and turn a Small Crop at his location into Dirt to add 8 Drinks to the Stockpile, or spend 5 Energy and turn a Mature Crop at his location into Dirt to add 12 Drinks to the Stockpile.
  • Drink. The Colonist may spend 1 Energy and remove one Drink from the Stockpile to decrease his Stress by 5. This task may only be performed by Colonists whose Stress is a positive number. If this would cause his Stress to become negative, it will be set to 0 instead.
  • Cook Meal. This can only be performed by a Colonist who is Indoors and adjacent to a Stove. The Colonist may spend 10 Energy to remove 2 Food from the Stockpile and add 1 Meal to it. Upon Cooking a Meal, the Colonist must convert one Dirt Location in the same Room as them (if any exist) into Smoke.
  • Eat. The Colonist may spend 5 Energy and remove 3 Food or 1 Meal from the Stockpile to decrease his Hunger by 1. If a Colonist adjacent to a Table consumes a Meal, he may decrease his Hunger by 2 instead.
  • Fire Catapult. A Colonist who has not Pulled Down any Constructions in the last 48 hours, has 10 or more Energy and is adjacent a Catapult may spend all of his Energy and remove 10 Rock, 1 Anvil or 1 Grand Piano from the Stockpile to perform this action. He must then choose a target Location that is between 4 and 8 squares away from the Catapult in one of the four orthogonal directions. This action may only be performed if both the Catapult and the target are Outside. He must then roll a DICEX for each Colonist in the targeted Location, where X is 3 if Rock was used for this action, 2 if an Anvil was used and 1 for a Grand Piano. On a 1, that Colonist dies.
  • Shove. A Colonist with at least 10 Energy may spend all of his Energy to move a Colonist adjacent to his location one square away from him if that location is Empty.

Constructions

All items listed in this subrule are Constructions. Constructions can be built by paying their cost, as specified below. A Colonist can Pull Down any construction, changing the square it occupies to Dirt (or water if the square was water before the Construction was built). A Construction can be pulled down by any Colonist adjacent to it. The Construction’s energy cost must be paid again by that Colonist in order to do so, and all materials used in the building of the construction are lost.

  • Build Wall. The Colonist may spend 8 Energy and remove 2 Wood or 1 Rock from the stockpile to turn a Dirt Location adjacent to his location into a Wall if there are no Colonists in that Location.
  • Build Door. The Colonist may spend 12 Energy and remove 2 Wood and 1 Rock from the stockpile to turn a Dirt Location adjacent to his location into a Door.
  • Build bed. A Colonist may spend 4 Energy and 3 Wood to build a Bed and place it in a square adjacent to their own current position.
  • Fill in channel. A Colonist who is located in or adjacent to a Channel that does not contain water may fill it in by spending 4 Energy. A Channel thus filled in becomes Dirt.
  • Build Bridge. A Colonist may spend 8 Energy and any 2 Rock or Wood to change one square of water adjacent to their current position into a bridge.
  • Build Table. A Colonist may spend 5 Energy and remove 2 Wood from the Stockpile to place a Table on a square of Dirt on or adjacent to his location.
  • Build Stove. A Colonist may spend 5 Energy and remove 1 Copper or 2 Iron from the Stockpile to place a Stove on a square of Dirt on or adjacent to his location.
  • Catapult. A Colonist may spend 10 Energy and remove 4 Wood, 1 Rock and 2 Iron from the Stockpile to place a Catapult on a square of Dirt adjacent to his location.
  • Build Chimney. A Colonist may spend 10 Energy and remove 4 Rock from the Stockpile to place a Chimney on a square of Dirt on or adjacent to his location.

Jobs

Each Colonist can have a job, which is tracked in the GNDT. The default is Peasant.

A Colonist can earn a job title by performing the same task repeatedly. A Colonist who is a Peasant may change their Job to any Job whose criteria they have met within the last week. A Colonist with a Job that is not Peasant may only change their job to Peasant.

The jobs are as follows:

  • Peasant: Any Colonist can become a Peasant at any time.
  • Miner: A Colonist who has performed the Mine task three times in one week may become a Miner. A Miner can Mine by spending 6 Energy instead of the usual 8, and may add 1 Rock to the colony stockpile each time they Mine. Whenever a Miner performs the Mine action in or below row 50, he may roll a DICE3 instead of adding 1 Rock to the Stockpile, and add 1 Copper Ore to the Stockpile on a 1, or 1 Iron ore on a 2.
  • Woodcutter. A Colonist who has performed the Chop Wood task three times in one week may become a Woodcutter. A Woodcutter can spend 3x Energy to gain x wood instead of the usual 4x.
  • Fisher. A Colonist who has performed the Fish task three times in one week may become a Fisher. A Fisher gains 2 Food each time they Fish instead of the usual 1.
  • Hunter. A Colonist who has performed the Hunt task three times in one week may become a Hunter. A Hunter may spend 4 Energy to kill any Outsider who is adjacent to them.
  • Gatherer. A Colonist who has performed the Gather task three times in one week may become a Gatherer. A Gatherer can gain 2 Food or 2 Wood each time they Gather instead of the usual 1 or forfeit this bonus in order to choose whether to receive Food, Wood or Seeds from the Gather task rather than roll a DICE3.
  • Farmer. A Colonist who has performed the Plant Seed and Harvest Crop tasks a combined amount of three times in one week may become a Farmer. A Farmer may add 1 Seed to the Stockpile whenever he performs the Harvest Crop task.
  • Brewer: Any Colonist who has performed the Brew task three times in one week may become a Brewer. A Brewer will produce 15 Drinks when Brewing from a Small Crop, and 20 Drinks when Brewing from a Mature Crop.
  • Cook. A Colonist who has peformed the Cook Meal task three times in one week may become a Cook. A Cook may add an additional Meal to the Stockpile whenever he performs the Cook Meal task.
  • Dancer. Any Colonist who has participated in three successful dance configurations may become a dancer. A dancer spends 2 Energy to move instead of the usual 4.
  • Traitor. If at any time there are less than 2 Traitors, the Expedition Leader may make any Colonist a Traitor. Traitors may rest twice in one week, but never within 24 hours after resting. Traitors are encouraged to kill non-Traitor Colonists, deplete the Stockpile of Food and useful goods and otherwise sabotage the Settlement in any way. Traitors do not gain Stress when a Colonist dies, and may not change their Job.

Stockpile

The Colony Stockpile is tracked at the wiki page Stockpile.

Death

Each Colonist has a statistic called “Deaths”, which is tracked on the GNDT. New Colonists start with 0 Deaths. Whenever a Colonist “dies” or “is killed”, the following things occur:

  • Their “Deaths” statistic is incremented by 1
  • Their Energy is set to 0.
  • If the Colonist is Indoors, every other Colonist in the same Room as them gains 10 Stress.
  • If the Colonist is Outdoors, every other Colonist who is Outdoors gains 10 Stress.
  • If the Colonist has 20 or more Stress, he becomes a Traitor. Otherwise, his Job is set to Peasant.
  • All of their other GNDT values are set in the same manner as for New Colonists

If a Colonist is ever in a Location which is Occupied, that Colonist is killed.

Hunger

Each Colonist has a statistic called Hunger, which is tracked on the GNDT. New Colonists start with 0 Hunger. As a weekly action, the Expedition Leader may increase each Colonist’s Hunger by 2. If a Colonist’s Hunger is 4 or more, he is Starving. When a Colonist’s Hunger reaches 7 or more, he dies.

Lord of the Dance

As a weekly action, a Colonist may initiate a dance. They can do so by making a story post with the word "Dance" in its title. A dance may be open or over. Only one dance may be open at a time and no more than two dances may be initated each week.

After a dance has been called, the dance is considered to be open and Colonists have 48 hours to move themselves into a configuration that matches one of the recognised dances below. If, at any point during those 48 hours, one of the recognised dance configurations exists, then any Colonist participating in that configuration may post a comment to the original initiation of the dance declaring the dance to be successful and specifying which dance has been achieved. All Colonists participating in that configuration then gain a surge of vitality and may increase their Energy by 15, as well as any other effect listed below. Once a dance has been legally declared to have been successful, the dance is considered to be over. A specific dance configuration may not be used to successfully complete a dance if it has been used to complete another dance in the previous seven days.

The recognised dances are as follows:

Waltz A successful Waltz requires at least three pairs of Colonists to be adjacent to each other, with each pair being no more than 5 locations away from another.

Square A square dance (or "hoe-down") requires an even number of at least four Colonists. The Colonists must be arranged in two parallel lines, with exactly one location between the lines and exactly one location between each Colonist (horizontally and vertically). As an additional effect, each Colonist who participated in a successful square dance may reduce by half all of their energy expenditure for the next 72 hours.

Conga If four or more Colonists form an unbroken line of orthogonal adjacency with the Colonist who initated the dance at one end ("the front"), then they have successfully formed a conga line. As an aditional effect, the Colonist at the front of a successful conga line may make up to 10 moves (as defined in rule 2.3.1) and must move the rest of the conga line behind them.

The Hokey-Kokey At least four Colonists are needed to perform the Hokey-Kokey. If a perfect circle can be drawn on the map so that it passes through the location of each participating Colonists then they have successfully achieved the Hokey-Kokey. Each Colonist participating in the Hokey-Kokey must be in a separate location from all other participants. As an additional effect, the participants in the Hokey-Kokey may each reduce their hunger by 1.

Outsiders

As a weekly action, the Expedition Leader may - for each Outsider type listed in this rule - create one Outsider of that type and add it to the GNDT. Outsiders are named by their type followed by a unique number. They are treated as Colonists for the purposes of dynastic rules, but may not perform any tasks, build or pull down any constructions or change their job unless they are specifically allowed to as Outsiders. Outsiders may not move into Doors. Any action that could be legally performed by an Outsider may be made for them by the Expedition Leader.

Outsiders do not start at 13a, and may instead be placed anywhere on row 0 when they are created. If an Outsider dies, they cease to exist and may be removed from the GNDT by any admin. The Expedition Leader may not create an Outsider if there are three or more Outsiders on the map.

The types of Outsiders are:

  • Moose. Moose start with 2 Hunger. Whenever a Moose dies, 15 Food is added to the Stockpile.
  • Rat. Instead of creating one Rat on Row 0, the Expedition Leader may create X Rats in any Indoor Dirt Location (where X is a number of the Expedition Leader’s choice, no greater than the number of Meals in the Stockpile).

Outsider Tasks

An Outsider can perform the following tasks:

  • Graze. A Moose with positive Hunger may spend 5 Energy and decrease its Hunger by 1 to turn a Bush or Small Tree or a Small Crop at his location into Dirt. A Moose with at least 2 Hunger may spend 5 Energy and decrease its Hunger by 2 to turn a Mature Crop at his location into Dirt.

Victory

Outsiders do not count as Colonists for the purposes of this rule.

If, at any time, no non-traitor Colonist has 0 Deaths, all Traitors with the lowest number of Deaths among Traitors have achieved victory.

If, on May 5 2010 at 00:00:00, exactly one non-traitor Colonist has 0 Deaths, that Colonist has achieved Victory. Otherwise, the Expedition Leader may make a Story post entitled “Election for Mayor” after that time. All Colonists may support another Colonist with 0 Deaths by including the name of that Colonist in a comment to that post. They are encouraged to support the Colonist who they feel has contributed the most to the success of the settlement. If a Colonist includes multiple names, or multiple instances of one name in their comments to that post, only the last is counted. After 48 hours have passed since the creation of that post, the Colonist who was supported by the most other Colonists has achieved victory.

ais523's scam

ais523 may achieve victory.

Glossary

Keywords

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.)

Can
"is able to"
Comment
A blog comment published to the BlogNomic weblog at blognomic.com
Daily Action
If a game action is a Daily Action, each Colonist able to perform it may take that action once each day, but not more than once every six hours.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 GMT, ending when the next day begins. It can never be 2 different days at the same instant.
Dice
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 Colonist's Effective Vote Comment with respect to a given Proposal means that Colonist’s Comment to that Proposal (if any) that contains that Colonist’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 Colonist 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.
Gamestate
Any information which the Ruleset regulates the alteration of.
May
"is permitted to"
Post
A blog post published to the BlogNomic weblog at blognomic.com
Quorum
Quorum is equal to half the number of Colonists, rounded down, plus one. If a Rule or other Gamestate document refers to a Quorum of some subset of Colonists (such as a Quorum of Colonists who share a particular Gamestate attribute, but excluding all other Colonists) then Quorum is equal to half the number of Colonists who share that Gamestate attribute, rounded down, plus one. If the words quorum and Quorum are ever different, they effectively mean the same thing.
Shall
"is required to"
Should
"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).
Subject
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.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Colonist able to perform it may take that action once each week, but not more than once every twenty-four hours.
Wiki
The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page

Clarifications

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); to gain X of a numeric value “V” means to add X to V; and to transfer X of a numeric value “V” from A to B means to subtract X from A's V and add the amount A's V was reduced by to B's V. Unless otherwise specified, a rule that allows Colonists to transfer a numeric value only allows them to transfer that value from themselves to another Colonist (of their choice unless otherwise stated).
  • A Colonist who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one of those values to an illegal value.
  • If a rule implies that the result of a division should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the division is instead the result rounded towards 0.

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.

Time

  • 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.

Spelling

  • 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.

Names

  • Within the ruleset, a word only refers to the name of a Colonist if it is explicitly stated that it refers to a Colonist's name.