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Ruleset 88

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Cavemen 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.

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 and gender-specific pronouns with the singular "they".


Anybody may apply to join BlogNomic (if they are not already playing) by registering at via the Register link in the sidebar, and then making a post announcing their arrival. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Caveman.

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

Some Cavemen are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Cavemen 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 Cavemen 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 Cavemen are not counted as Cavemen. Admins may render a Caveman Idle if that Caveman has asked to become Idle or if that Caveman 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 render themselves Idle at any time by announcing that they have done so in a blog post. Admins may de-Idle a Caveman at their request, and Idle Admins may de-idle themselves at any time, unless the idle Caveman in question asked to become (or rendered themselves) Idle within the previous 4 days, and within the current dynasty. The Caveman’s personal gamestate retains the values it had immediately prior to their going Idle. If one or more values would be undefined, it is set to the value new Cavemen receive, if such a value exists.


Any Caveman may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Caveman 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 Caveman may cast their Vote on a Votable Matter by making a comment to the official post that comprises that Votable Matter using a voting icon of FOR, AGAINST, DEFERENTIAL (only if the Votable Matter is a Proposal), or VETO (only if the Votable Matter is a Proposal and the Caveman is the Chief).

If the Caveman who authored a Votable Matter has not cast a Vote on it, their Vote is counted as FOR. If a Caveman uses more than one Voting Icon in comments on a Votable Matter, their Vote is the last voting icon they use. If a Caveman leaves the game or goes Idle, their Vote is no longer valid. If a Caveman Votes against their own Proposal, this renders the Proposal self-killed and that Vote may not be changed.

A Vote of DEFERENTIAL is a Vote of no opinion, or of faith in the decision of the Chief. The Vote will count as the same as the Chief’s Vote. If the Chief 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 Chief and counts as an explicit Vote of abstention. If there is no Chief, or the Vote is made by the proposal’s author on their own proposal and the Chief does not Vote on it, a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier voting icons by that voter on that proposal.

If no Chief 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.

Resolution of Proposals

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 Caveman who proposed it has Voted AGAINST it.
  • The Chief has Voted to VETO it.

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

Proposals the Chief has Voted to VETO are considered vetoed, and such a Vote cannot be changed. Proposals the author has Voted against are considered self-killed unless the Chief 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. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.

Calls for Judgment

If two or more Cavemen actively disagree as to the interpretation of the Ruleset, or if a Caveman feels that an aspect of the game needs urgent attention, then any Caveman 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 Cavemen may cast Votes on that CfJ to indicate agreement or disagreement with the position taken in that CfJ. 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 since they were posted, and if there is a hiatus going on until two days have passed since they were posted. After this time, if more than half the cast Votes are FOR Votes, the CfJ may be enacted by any Admin by updating or correcting the Gamestate and Ruleset as 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 Caveman 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 Caveman 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.

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 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 Any Caveman may update any Caveman'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. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Caveman may correct the GNDT to comply with the Gamestate.

If a Caveman 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), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Cavemen are encouraged to raise a Call for Judgment instead. Cavemen 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 Caveman, known as the Chief.

The Chief may Vote to VETO any Proposal.

Victory and Ascension

If a Caveman (other than the Chief) believes that they have achieved victory in the current Dynasty, they 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 “Cavemen”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Caveman may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.

A DoV may be enacted if any of the following is true:

  • It has been open for voting for 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Chief has Voted FOR it or it has no AGAINST Votes.
  • It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of against Votes fewer than half of Quorum, rounded down.
  • It has been open for voting for at least 48 hours, at least Quorum Cavemen have Voted on it, and more than half of its Votes are FOR.

A DoV may be failed if any of the following are true:

  • It has been open for voting for 12 hours and 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 cannot be legally enacted.

When a DoV fails and there are no pending DoVs, Hiatus ends.

When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Caveman who made the DoV as its Chief. That Caveman may pass this role to another Caveman at this point by making a post to that effect, if they wish. The Hiatus continues until the new Chief makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Chief’s chosen theme for the new Dynasty, and may optionally specify that the terms Caveman and Chief will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.

A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the Caveman 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 these rules are found to have been broken, or if a Caveman’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining.

  • A single person should not control more than one Caveman within BlogNomic.
  • A Caveman 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 Caveman should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Caveman should not edit their own blog comments once posted, nor those of any other Caveman.
  • A Caveman should not edit the "Entry Date" field of a blog post.
  • A Caveman should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Caveman should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).

Seasonal Downtime

Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Voting,” “Gamestate Tracking” and “Call for Judgement”.

Dynastic Rules


Each Caveman has an Intelligence statistic, which is tracked in the GNDT and which may not exceed 100. 'Intelligence' may also be referred to as 'Smartness'. New Cavemen start with the median value of Intelligence among all Cavemen, rounding up if necessary.


Whenever a proposal is enacted, if its author has an Intelligence less than 20, his intelligence increases by 1. The author of a learn thinks gains smartness equal to the cost of the learn think divided by twenty, rounded down, if it is passed.


As a weekly action, a Caveman (the Teacher) may announce in a GNDT comment that they are teaching another Caveman with a lower Intelligence (the Student). The Student's Intelligence increases by 1. The Student gains additional Intelligence equal to one tenth of the difference between the Teacher's Intelligence and the Student's for each Research Project the Teacher has knowledge of off the list {Grunting, Advanced Painting, Grammar}. The Student's Intelligence is rounded down afterwards.

Thirst for Adventure

As a weekly action, any caveman may “Adventure” by adding to their intelligence the value of of the expression (DICE7 - 3).


Research Projects are scientific goals, towards which each Caveman may strive. Research Projects may be ‘pending’ (pending vote), 'open' or ‘complete’. 'Open' and 'complete' research projects are tracked in the wiki. Research Projects may also be referred to as “learn thinks”.

Any Caveman may propose a new Research Project by making a Research Proposal (which may also be referred to as a “learn grunt”). Research Proposals must be made in the Story post category, must have a title in the format of “Research Proposal: [x]” or “learn grunt: [x]” (where [x] is the name of the Research Proposal), and must have body text that contains the following information:

  • Prerequisites. Each Research Project must have either one or two existing, complete Research Projects as a prerequisite. The Caveman putting forward the Research Proposal may chose which Research Projects to use as a prerequisite, but no complete Research Project may be a prerequisite for more than four complete or pending Research Projects - if a Research Proposal passes that would have the effect of making a complete Research Project a prerequisite for a fifth then that Research Proposal instead has no effect.
  • Cost. Each Research Project has a cost, towards which Intelligence can be allocated in order to complete them. The cost of a Research Project is defined as the cumulative start costs of its prerequisite and all of its antecedents (i.e. the prerequisite’s prerequisite, the prerequisite’s prerequisite’s prerequisite, etc), divided by the number of immediate prerequisites it has, rounded up. this cost is the start cost.
  • Effect. Each Research Project must detail a scientific advance for the race, which may optionally describe a gamestate effect to be applied upon the Project's completion.
  • Field. Each Research Project must indicate to which pursuit it applies most.

If a Research Proposal contains all of these elements then it is considered valid, and it is created as "pending" and may be voted upon. A Research proposal is considered to be a Votable Matter for the purposes of rule 1.4 and should be resolved according to rule 1.5. If a Research Proposal passes then it may be added to the wiki page as an open Research Project. If it fails then it ceases to be gamestate.

as a weekly action each caveman may choose to allocate their Intelligence to an open research project. These allocations are tracked in the “learn” column in the GNDT, in which each Caveman may name one open Research Project to receive their allocation. This allocation may be changed as a weekly action.

as a weekly action a caveman may convene a scientific convention, which may also be referred to as a “hard think”. They do so by making a comment to the GNDT that simply says “Scientific Convention” or “hard think”. They must then deduct the value of all Intelligence allocated to each Research Project from that Research Project’s cost. Each Caveman's 'learn' value in the gndt is then set to '-'. This shall be noted by changing the cost to X/Y, where X is the remaining cost and Y is the start cost.

When a Research Project’s cost is zero then it becomes complete and its effect is immediately applied to the gamestate and its starting cost shall be written in the learn grunts page.

Excess think

If a hard think reduces the cost of a learn think to zero, and the total smartness allocated to that learn think was greater than fifteen plus the cost of that learn think, the cost of a random learn think shall be reduced by DICE5.

Future Goals

The entries at the end of this rule are 'planned projects'. These have no game effect except for the following: whenever all prerequisites for a planned project exist as complete projects, that project is removed from this rule and added as a pending project. Its start cost is calculated the same way as for a research proposal. The planned projects are:

Prerequisites: The Internet, Advanced Lawmaking
Field: Art
Effect: The Cavemen have discovered a game created by a contemporary philosopher and decide to start playing it.
Building Monuments
Prerequisites: lifting large rocks, basic geometry
Field: Art
Effect: The cavemen know how to make perfectly formed monuments to honour their dead. When this project becomes complete, all finders gain 10 smartness.
Designing Huts
Prerequisites: basic geometry, advanced painting
Field: Progress
Effect: The Cavemen make their first attempts at building their own homes outside of the cave. When this project becomes complete, all hunters gain 10 smartness.
Following Stars
Prerequisites: lifting large rocks, advanced painting
Field: Knowledge
Effect: The Cavemen design and build a construction of large stones in an attempt to measure and draw the movement of stars. When this project becomes complete, all leaders gain 10 smartness.


The research projects wiki page should also track research proposals that have not been enacted as per rule 2.2. Research Projects that have not been enacted into pending Research Projects should be listed at the top of the wiki page, along with links to the relevant blog posts.


If a Caveman’s Intelligence is greater than or equal to the Start Cost of a Research Project, that Caveman is considered to “Know” or “have Knowledge of” that Project. Otherwise, the Caveman does not have Knowledge of that Project.

A Caveman’s Intelligence is considered to be doubled when checking for their Knowledge of a Project whose Field is the Caveman’s Pursuit.


Each Caveman has one Pursuit, which denotes the subjects they want to learn more about and is tracked in the gndt. The three pursuits are: knowledge, art and progress. New Cavemen receive random Pursuits.

Cavemen with the pursuit knowledge may be referred to as leaders. Cavemen with the pursuit art may be referred to as finders and Cavemen with the pursuit progress may be referred to as hunters.

Tool Use

Each Caveman may carry zero, one or two Tools from the following list, tracked in the GNDT:-

  • Rock. (Also known as a “basic Rock”.)
  • Red rock.
  • Shiny rock.
  • Squishy rock.
  • Sharp rock. Clumsy Weapon.
  • Stick. (Also known as a “basic Stick”.)
  • Pointy stick. Sharp Weapon.
  • Burny stick. Hot Weapon.
  • Burny pointy stick. Hot, Sharp Weapon.
  • Burnt stick. If a Burny Stick or a Burny Pointy Stick has been carried by a Caveman for more than one hour, any Caveman may turn it into a Burnt Stick.
  • Sharp axe. Sharp, Skilled Weapon.
  • Shiny axe. Sharp, Skilled, Fast Weapon.
  • Raw meat.
  • Fire. (If a Caveman is carrying Fire, they are considered to be tending a campfire.)

As a daily action, a Caveman may either:-

  • Add either a basic Rock or a basic Stick to their Tools.
  • Remove a Tool from their Tools, to give it to a Caveman who has fewer than two Tools.

If a Caveman has two Tools, he or she may not gain any further Tools. A Caveman may remove a Stick or Rock of any type other than Burny from their Tools at any time.


Some Tools are Weapons, as described in the “Tool Use” list, with one or more adjectives. The number of adjectives a Weapon has is its Power.

Social Rituals

Cavemen are social creatures, and are able to use tools to perform small social rituals. Each Caveman may have a Ritual, based on the tools they are carrying. If at least three Cavemen have a particular Ritual, the collection of all Cavemen with that Ritual is known as a Group. As a weekly action, and only if it has not yet been done that week, any Caveman may increase the Intelligence of all Cavemen who are in a Group by two times the number of Groups in existence.

The Rituals are designated as follows:

  • If a Caveman is carrying only a pointy stick, their Ritual is Pointing.
  • If a Caveman is carrying two sharp rocks, their Ritual is Scarifying.
  • If a Caveman is carrying two burnt sticks, their Ritual is Face Painting.
  • If a Caveman is carrying two raw meats, their Ritual is Blood Daubing.
  • If a Caveman is carrying two fires, their Ritual is Burning.

Great Sky Eagle

If at any time a Caveman’s Intelligence is higher than that of the Chief, the Caveman in question achieves victory.

Feast and Famine

At any time during a Saturday or a Sunday, any Caveman may call a Feast, unless a Caveman has already called a Feast in the past 72 hours. Upon doing so, if the Chief is carrying a piece of Raw Meat, then that Meat is removed from the Chief’s Tools and the tribe is fed. If the Chief has no Raw Meat, then the tribe must fend for themselves, or go hungry - each Caveman who is carrying Raw Meat loses one piece of Raw Meat, and each Caveman who is not carrying Raw Meat loses two Intelligence.


If no other caveman has done so in the last 18 h , during the time period 20:00 GMT until 06:00 GMT the following day, if no public fire is present, any caveman may reduce the intelligence of a random caveman by 2 (including himself). If the randomly determined caveman holds a weapon, his intelligence may not be decreased by this rule.



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
Core Proposal
A Proposal whose changes are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of admin status from one or more Cavemen.
Daily Action
If a game action is a Daily Action, each Caveman able to perform it may take that action once each day, but not more than once every six hours.
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.
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.
Dynastic Proposal
A Proposal whose only changes are the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Caveman's Effective Vote Comment with respect to a given Proposal means that Caveman’s Comment to that Proposal (if any) that contains that Caveman’s Vote on the Proposal that is given effect in accordance with Rule 1.4 when the Proposal is Resolved, not including explicit Votes of abstention..
Flavour Text
When posting a blog entry, a Caveman 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.
IRC Channel
The Blognomic IRC channel is located at #nomic on the slashnet network (
"is permitted to"
A blog post published to the BlogNomic weblog at
Quorum of a subset of Cavemen is half the number of Cavemen in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Cavemen it is referring to, it is referring to a Quorum of all Cavemen.
If used in a context of Proposals, Call for Judgements or Declarations of Victory, the world “Resolve” means to perform the act, as an Admin, of enacting or failing a Proposal, a Call for Judgement or a Declaration of Victory. The world “Resolution” means then the act of doing so. If used in another context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.
"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.
Votable Matter
The word “Votable Matter”, means a Proposal, a CFJ or a DoV.
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule 1.4 “Voting”. The word “Vote”, used as a verb, means the act of casting such a Vote.
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 shall represent the Imperial Veto.
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 Caveman able to perform it may take that action once each week, but not more than once every twenty-four hours.
The BlogNomic Wiki at


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 Cavemen to transfer a numeric value only allows them to transfer that value from themselves to another Caveman (of their choice unless otherwise stated).
  • A Caveman 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 or more of those values to an illegal value.
  • If a rule implies that the result of any calculation 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 calculation is instead the result rounded towards 0.
  • If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified.
  • If a game variable has no defined starting value for new Cavemen, or for existing Cavemen upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).

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.


  • 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 a Caveman if it is explicitly stated that it refers to a Caveman's name.