Ruleset 94

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Survivors 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 appendix, 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".

Survivors

Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com 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 Survivor.

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

Some Survivors are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Survivors 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 Survivors are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules “Ruleset and Gamestate”, “Survivors” , “Dynasties” and “Fair Play”, Idle Survivors are not counted as Survivors. Admins may render a Survivor Idle if that Survivor has asked to become Idle or if that Survivor 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 Survivor at their request, and Idle Admins may de-idle themselves at any time, unless the idle Survivor in question asked to become (or rendered themselves) Idle within the previous 4 days, and within the current dynasty. When a Survivor is de-idled, if they went idle in the same dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Survivor idled in a different dynasty), the Survivor is given the default value for new Survivors, if such a value exists.

If a Proposal contains a provision that targets a specifically named idle Survivor, then that idle Survivor is considered to be not idle solely for the purposes of enacting that specific provision.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single Survivor, known as the Captain.

The Captain may Vote to VETO any Proposal.

Proposals

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

Voting

Any Survivor 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 Survivor is the Captain).

If the Survivor who authored a Votable Matter has not cast a Vote on it, their Vote is counted as FOR. If a Survivor uses more than one Voting Icon in comments on a Votable Matter, their Vote is the last voting icon they use. If a Survivor leaves the game or goes Idle, their Vote is no longer valid. If a Survivor 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 Captain. The Vote will count as the same as the Captain’s Vote. If the Captain 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 Captain and counts as an explicit Vote of abstention. If there is no Captain, or the Vote is made by the proposal’s author on their own proposal and the Captain 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 Captain has Voted on a Proposal, a Vote of DEFERENTIAL on that proposal does not count as a Vote for the purposes of rule "Resolution of Proposals".

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 Survivor who proposed it has Voted AGAINST it.
  • The Captain 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 Captain 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 Captain 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.

If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.

Calls for Judgment

If two or more Survivors actively disagree as to the interpretation of the Ruleset, or if a Survivor feels that an aspect of the game needs urgent attention, then any Survivor 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 Survivors 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 until 48 hours 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.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Survivor (other than the Captain) 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 “Survivors”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Survivor 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 Captain 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 Survivors 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 Survivor who made the DoV as its Captain. That Survivor may pass this role to another Survivor at this point by making a post to that effect, if they wish. The Hiatus continues until the new Captain makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Captain's chosen theme for the new Dynasty, and may optionally specify that the terms Survivor and Captain 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 Survivor who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.

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 Survivor'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 Survivor within BlogNomic.
  • A Survivor 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 Survivor should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Survivor should not edit their own blog comments once posted, nor those of any other Survivor.
  • A Survivor should not edit the "Entry Date" field of a blog post.
  • A Survivor should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Survivor 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

Hunger and Tiredness

Each Survivor has a day on which they last Ate, and a day on which they last Slept. These days are tracked in the GNDT (as the number of the day, and the first three letters of the month, eg. “26 Aug” - the year is untracked, but is always 2011).

When a Survivor joins the game or unidles for the first time in the dynasty, the admin processing their arrival must set the day on which that player last Ate to the 26th of August and the day on which that player last Slept to two days before the current date.

If the day on which a given Survivor last Slept is five or more days before the current date, then any Survivor may Exhaust that Survivor, unless a Survivor has already done so that day. When a Survivor is Exhausted, their Sanity is reduced by 1.

If the day on which a given Survivor last Ate is five or more days before the current date, then any Survivor may Starve that Survivor, unless a Survivor has already done so that day. When a Survivor is Starved, their Sanity is reduced by 1.

If the day on which a given Survivor last Slept is ten or more days before the current date, then any other Survivor may cause that Survivor to Fall Asleep as described in the rule “Eating and Sleeping”.

If no Survivor last Ate more recently than five days before the current date, then any Survivor may Blame the Captain if no Survivor has done so yet that day. When the Captain is Blamed, he loses 1 Sanity.

Eating and Sleeping

If a Survivor is carrying an Edible Item, they may take a bite from it by setting the day on which they last Ate to the current date.

A Survivor may Fall Asleep by setting the day on which they last Slept to the current date. When a Survivor Falls Asleep, he increases his Sanity by half the number of times he has been Exhausted (rounded down) since he last Fell Asleep. Any Survivor may, as a Daily Action, move an Item other than a Pocket from the possession of another Survivor to their own possession provided that the day on which the Survivor in question last slept is today or yesterday.

Tasty worms

Every Edible Item is worth a number of Portions. Every time a Survivor takes a bite from an Edible Item, they shall reduce the Number of Portions that Item is worth by 1. Whenever an Item becomes worth 0 Portions, it ceases to exist, unless it has a Gamestate effect that states otherwise.

Cannibalism

As a daily action, a Survivor who is not Dead may Cannibalise a Dead Survivor who has fewer than three names listed in their Clues. This is done by setting the day on which they last Ate to the current date, losing 4 Sanity and adding their own name to the Clues of the Dead Survivor.

Cabin Fever

Each Survivor has a Sanity level, which is a non-negative integer tracked in the GNDT. If a Survivor’s Sanity would become greater than 15, it is instead set to 15. A Survivor with a Sanity level of five or less is Insane. Any Survivor with a Sanity level of six or more is Sane. If a Survivor has the highest (or equal highest) Sanity, he or she is Rational. When a player unidles or joins the game, their Sanity is set to the arithmetic mean of every other Survivor's Sanity (rounding up).

If a Survivor is Insane then, as a Daily Action, they may Annoy one other Survivor. When a Survivor is Annoyed, their Sanity level is reduced by 1.

Personal Belongings

A Survivor may possess between zero and three Items. An Item has a Name (which may be any combination of letters and spaces), and may have one or more Flags (the possible Flags are listed in the “Flags” subrule to this Rule) The Items a Survivor possesses are tracked by Name in the GNDT field “Items”, with multiple Items belonging to the same Survivor being separated by commas, and each Item having its Flags (if any) marked after its Name. Survivors start with no Items. If a Survivor is carrying three Items and would gain another Item, then that Item is instead lost as if it had been Thrown Off Board.

If a Survivor has a Pocket, they may empty it out to reveal an Item which they rescued from the SS Haniver before it sank - upon doing so, they may arbitrarily select an Item (with any Name, and no Flag other than an Uncertain Flag) which a human is both able to carry and able to conceal inside their clothing, and replace the Pocket with it.

The Captain may remove an Uncertain Flag from any Item at any time. He may also add an Edible Flag to any Uncertain Item at any time. In this case, he shall decide the number of Portions that Item is worth.

Some seemingly outlandish Items may have a more mundane explanation, on closer inspection. If the Captain feels that an Uncertain Item is particularly improbable, he may remove it and reduce its holder’s Sanity by 1.

At any time, a Survivor who is not Dead may transfer one non-Uncertain Item from their own Possession to the Possession of any other Survivor.

As a daily action, any Survivor who is not Dead may Throw an Item they own Off Board. They shall remove this Item from their Possession.

Any Survivor who is not Dead may, as a daily Action, move one Item from the possession of a Dead Survivor to their own.

Salvaging!

On http://www.bbc.co.uk/ahistoryoftheworld/exploreraltflash/?tag=&timeregion=16 there is a list of object names, that is not part of the gamestate for technical reasons, but that Survivors should abstain from changing. This list is known as the Floating Rubbish. The names are divided in at least 20 numbered pages, 2 columns per page (left=1 right=2) and at most 25 rows per page (Ordered from the top to the bottom), so that every name may be identified bijectively by its column, row and page numbers. Whenever for any reason said website does not match this description, it’s not the Floating Rubbish.

As a weekly action, any Survivor may Attempt to Salvage an Item from the sea. To do so, they shall roll DICE3.

  • On 1, they find nothing and their Attempt has no other effect.
  • On 2 or 3, they find something. If so, they shall then roll DICE20 (page), DICE2 (column), DICE25 (row) to get the coordinates in the Floating Rubbish of the name of the Item they found. They shall then add to their possessions that Item with an Uncertain and a Damp Flag. (they may make minor changes to the form of the name if they write the original name in the GNDT comment field). If for any reason related to the status or existence of the Floating Rubbish web page the identification of exactly one found Item was not possible, they would get nothing instead.

When salvaging an Item, the Survivor who is salvaging it may add a Valuable flag to it if they think that is a particularly valuable Item in an economic point of view, and remembering the historical context. Before removing the uncertain Flag or the Item as per rule “Personal Belongings”, the Captain may remove the Valuable Flag and make the Item’s owner lose 1 Sanity.

Flags

These are the only Flags an Item may have:

  • * Uncertain
  • ^X Edible - here X is an integer positive nonzero number, and is the Number of Portions that Item is worth.
  • ~ Damp
  • ! Clue
  • $ Valuable

Sunstroke

If a Survivor is holding a Damp Item, they may reduce their own Sanity by 1 to remove the Damp Flag from a single Item in their possession.

At any time, if no Survivor has already done so during the current week, a Survivor may remove the Damp Flag from every Item that has one.

Sighting

Any Sane Survivor may, as a Daily Action, create a post with the title “Land Ahoy!” or “Ship Ahoy!”. This post is known as a Sighting, and should announce that the Survivor in question has sighted something of interest, which they may describe as they wish.

Any comment on that post which begins “Ahoy!” is taken as the commenting Survivor agreeing to take the lifeboat in that direction. (This is known as “Ahoying” the Sighting.) The Survivor who made the post is automatically considered to have Ahoyed it.

After 48 hours, or as soon as a number of Sane Survivors greater than or equal to a quorum of Sane Survivors have Ahoyed the Sighting, any Survivor may resolve the Sighting as follows:-

  • If a number of Sane Survivors greater than or equal to a quorum of Sane Survivors have Ahoyed the Sighting of Land, then the lifeboat reaches the safety of the shore. The lifeboat is now Ashore for the remainder of the dynasty.
  • If a number of Sane Survivors greater than or equal to a quorum of Sane Survivors have Ahoyed the Sighting of a Ship, then the lifeboat encounters a ship. The Survivor resolving the Sighting should roll DICE3, with the following effect:
  1. The Survivors encounter an abandoned passenger ship. Within 24 hours of the Sighting being resolved, each Survivor may select any Item from the Floating Rubbish, and add it to their possessions with no flag other than an Uncertain Flag. (They may make minor changes to the form of the name if they write the original name in the GNDT comment field.)
  2. The Survivors encounter a foreign trawler. Any Survivor who is not carrying an Item gains a Raw Fish Item (an Edible Damp Item worth 2 Portions).
  3. The Survivors are attacked by pirates. The Survivor resolving the Sighting should roll DICE3 for each Item carried by a Survivor - on a 1, that Item is removed from play.
  • If the Sighting has not been Ahoyed by a number of Sane Survivors greater than or equal to a quorum of Sane Survivors, each Survivor who Ahoyed the Sighting loses 1 Sanity.

Victorious Return

The lifeboat can be Ashore. Initially, the lifeboat is not Ashore.

If the lifeboat is Ashore, and a single Survivor (the “Spokesperson”) has a higher Score than each other Survivor, then the Spokesperson achieves Victory.

A Survivor’s Score is the sum of their Sanity and the number of Valuable Items they own.

Timeline

The SS Haniver sank in the year 1933.

Using Items in the Most Creative Ways

Some Items may have special effects, as follows:

  • Fishing equipment and Can of Worms. If no Survivor has done so that day, any sane Survivor owning both Fishing equipment and a Can of Worms may Go Fishing: they shall roll a DICE3. On 1, they may add a Raw Fish (an Edible Damp Item worth 2 Portions) to their possession. Otherwise, nothing happens.
  • Can of Worms. A Survivor carrying a Can of Worms may spend 1 Sanity to treat all Cans of Worms as being Edible (and worth 1 Portion) for the remainder of the day.
  • A Children’s Book. If a Survivor possesses a Children’s book, as a Daily Action they may Read to any one Survivor (which may be themselves). Any Survivor who is Read to gains 1 Sanity level. No Survivor may gain more than 1 Sanity level in this way, per week.
  • Leather cased desk clock made by Curtis of Horspool. If a Survivor possesses this Desk Clock and no Survivor has done so in the last seven days, any Survivor may decrease the sanity of every Survivor by 1. This affects all Survivors including himself.
  • The Compass of Jack Sparrow. If an Insane Survivor possesses the Compass of Jack Sparrow, they may perform a Sighting action, without being Sane.
  • A small icebox full of food. If a Survivor possesses the Icebox and a second Edible Item, they may remove the second Edible Item from play, and increase the Icebox’s Portions by the number of Portions the second Edible Item had. When the Icebox is reduced to zero Portions it does not cease to exist. A Survivor cannot take a bite from an Icebox which has zero Portions.
  • Deck of Cards If a Survivor possesses the Deck of Cards, they may, as a weekly action, play a game of cards with a single other Survivor who possesses at least one Item. He shall roll DICE6, subtracting one if one of the two Survivors is Insane and two if both are, and consult the following table for the effect:
0 or -1: Someone suggests that they play Mao. Both Survivors lose one sanity.
1: The game devolves into accusations of cheating. The Survivor with the Deck of Cards loses one sanity and the Deck of Cards is Thrown Overboard.
2: The Survivor with the Deck of Cards loses the Deck; they must give it to the other.
3: The Survivor with the Deck of Cards loses an Item; they must select one other Item in their possession and give it to the other.
4: The Survivor with the Deck of Cards wins an Item; they must select one Item in the other’s possession and take it from them. If they already have three, they may Thrown another Item they possess Overboard instead of the Item they take.
5: The Survivor with the Deck of Cards wins a Clue; they may select one Item in the other’s Clues and add it to their Own. If they do, they lose one Sanity.
6: The game is so calming that both Survivors regain one Sanity
  • School Attendance Medals - Any Survivor who possesses the School Attendance Medals (Medals) is designated the Lieutenant for as long as they are in possession of the Medals.
  • Periscope. Although cracked, the lenses in the periscope still have some magnifying effect. When resolving a Sighting, if any of the Sane Survivors who Ahoyed it have a Periscope in their possession, then the number of Sane Survivors considered to have Ahoyed the Sighting is increased by one.
  • Lawn shears. A Survivor who possesses the Lawn Shears may, as a Weekly Action, destroy any Item as if it had been thrown off board.
  • Weed Sprayer. A Survivor who possesses the Weed Sprayer may Squirt another Survivor who is not Dead. When this happens the target is distracted from what they were doing any may take no further Daily or Weekly actions that Day as they wrestle the Weed Sprayer out of the hands of their tormentor. If the target held fewer than three Items at the time of this action then the acting Survivor loses the Weed Sprayer and the target gains it.

If a Proposal’s Title includes the string “Eureka!”, and its effect is only to add or modify a single effect in the list above, then it is known as a Eureka Proposal - it does not count towards (and is not affected by) the “2 Proposals pending” or “3 Proposals that day” limits of Rule 1.4. A Survivor may not make more than one Eureka Proposal per day.

Revelations

Each Survivor has gleaned Clues about a number of Items relating to the sinking of the SS Haniver - these are tracked in a GNDT column “Clues”. Initially, each Survivor has gleaned no Clues. If more than one Survivor is Alive, then no Survivor may make a Declaration of Victory unless they have at least three different Items listed in their "Clues" column.

If a Survivor is Sane and possesses a Clue Item which is not listed in his or her Clues list, they may choose to Understand it - upon doing so, the Survivor adds the name of that Item to his or her Clues.

Examination

If there are at least three Items with no Flags, then any Sane Survivor may - as a daily Action - select three different Items which have no Flags, and roll DICE3 (with a GNDT comment that lists the names of his or her three chosen Items). The Item whose position in that list matches the result of the die roll gains a Clue Flag.

Death

Survivors can be Alive or Dead. All Survivors begin as Alive. If a Survivor’s Sanity is zero, that Survivor becomes Dead. A Dead Survivor is not treated as a Survivor for the purposes of any Dynastic Rules other than “Personal Belongings” (but not its subrules), “Cannibalism” and “Death”.

A Dead Survivor’s “Clues” field in the GNDT is used to track the names of any Survivors who have the Dead Survivor’s current condition on their conscience. It defaults to blank.

If all but one Survivor is Dead, the Survivor who is Alive has achieved victory. If all Survivors are Dead, then any Survivor may change all Survivors to be Alive with a Sanity of 1, by updating the GNDT to this effect.

The Doom

Any Insane Survivor may, as a Daily Action, create a post with the title “The Doom Approaches!”. This post is known as a Portent, and should announce that the Survivor in question predicts the approach of The Doom, the nature of which they may speculate upon as they wish. During the 48 hours following this post, no further Portents may be posted.

Any comment on that post which begins “Doom!” is taken as the commenting Survivor agreeing that the Doom is impending. The Survivor who made the post is automatically considered to have agreed in this way.

After 48 hours, any Survivor may resolve the Portent as follows: If fewer than four Survivors have agreed that the Doom is impending then each Survivor who agreed loses 1 Sanity. If four or more Survivors agreed then all Survivors who did not agree lose 1 Sanity each (whether or not they commented). If all Survivors commented and all agreed that the Doom is impending then the Doom Arrives!

If the Doom Arrives then the lifeboat temporarily capsizes and before it can be righted each Survivor loses all of their Items and each Sane Survivor loses 3 Sanity, to a minimum of 7. Within 24 hours of this event each Survivor may choose one Item they lost in this way and return it to their possession.

Ejection from the Lifeboat

Any Survivor may make a post with a title of the form “Eject [NAME]!” where [NAME] is the name of another Survivor (henceforth the Victim) who has done one of the following earlier that Day or during the previous Day:

  • Removed an Item from a Survivor by use of the rule “Eating and Sleeping”.
  • Performed any Daily Action or Weekly Action which resulted in an Item ending up Thrown Off Board or otherwise lost.

Survivors may Vote on such posts. The first time any comment is posted by a Survivor other than the original poster which contains a FOR Vote then the Victim is temporarily ejected from the lifeboat. When this happens they lose 1 Sanity, cannot perform any Daily or Weekly actions or Eat or Sleep for the rest of that Day or for the duration of the following Day and can have Items taken from them as though they had Slept at the point at which they were ejected.


Appendix

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
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 Survivors.
Daily Action
If a game action is a Daily Action, each Survivor 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 UTC, 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.
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 Survivor's Effective Vote Comment with respect to a given Proposal means that Survivor’s Comment to that Proposal (if any) that contains that Survivor’s Vote on the Proposal that is given effect in accordance with Rule Voting when the Proposal is Resolved, not including explicit Votes of abstention..
Flavour Text
When posting a blog entry, a Survivor 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.
IRC Channel
The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
May
"is permitted to"
May not
"is not permitted to"
Post
A blog post published to the BlogNomic weblog at blognomic.com
Quorum
Quorum of a subset of Survivors is half the number of Survivors in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Survivors it is referring to, it is referring to a Quorum of all Survivors.
Resolve/Resolution
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.
Shall
"is required to"
Should
"is recommended that"
Sibling Rule
Two rules are “siblings” of each other if they are both direct subrules of the same rule.
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.
Votable Matter
A post which Survivors may cast Votes on, such as a Proposal, a Call for Judgment or a Declaration of Victory.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “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 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 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 Survivor 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

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 Survivor 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. A proposal, call for judgment, or declaration of victory cannot simultaneously be any other type of official post unless otherwise specified by dynastic rules.

If no Survivor 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.

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 Survivor may update any Survivor'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 Survivor may correct the GNDT to comply with the Gamestate.

If a Survivor 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, Survivors are encouraged to raise a Call for Judgment instead. Survivors shall be assigned a password for the GNDT when they join the Nomic.

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 is an illegal action unless explicitly otherwise stated in the ruleset. 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 Survivors to transfer a numeric value only allows them to transfer that value from themselves to another Survivor (of their choice unless otherwise stated).
  • A Survivor 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 Survivors, or for existing Survivors 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.
  • Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.

Time

  • For the purpose of all rules, time in Blognomic is in UTC.
  • 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 Survivor if it is explicitly stated that it refers to a Survivor's name.

Prioritisation

  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any Rule;
  2. A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
  3. If both contradicting parts are a Core Rule, or if both of them are a Dynastic Rule, the part with more limited scope applies. (e.g. if the rules “Players may Kick each other” and “Players may not kick each other on Tuesdays” exist, and it is Tuesday, players may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Players may Punch a Spaceman on Friday” and “Player may not Punch Spacemen on Friday”, then Players may not Punch Spacemen on Friday.)