Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Drivers 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”. Drivers may correct obvious spelling and typographical mistakes in their own Pending Proposals at any time
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 making clear their wish to be a Driver. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Driver.
A Driver may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Driver may not rejoin the game within two weeks after having left. A Driver may only change their name as a result of a proposal approving the change.
Some Drivers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Drivers 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 Drivers are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules “Ruleset and Gamestate”, “Drivers” , “Dynasties”, “Fair Play”and any of those Rules’ subrules, Idle Drivers are not counted as Drivers.
If a Proposal contains a provision that targets a specifically named Idle Driver, then that Idle Driver is considered to be Unidle solely for the purposes of enacting that specific provision
When an Driver is unidled, 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 Driver Idled in a different dynasty), the Driver is given the default value for new Drivers, if such a value exists.
An Idling Post is a post within which a Driver requests to be idled or unidled.
If an Idling Post was made in the last seven days, an Idling Comment is a comment to that post within which another Driver requests to be idled or unidled.
Any unidle Driver may submit an Idling Post or Idling Comment requesting themselves to be idled.
Any idle Driver, if they did not go idle within the same dynasty in the previous four days, or if their most recent idling was as a result of not posting an entry or comment for a seven-day period, may submit an Idling Post or Idling Comment requesting themselves to be unidled.
Any Admin may accordingly render a Driver Idle or remove their Idle status (“unidling”), if that Driver has made a valid Idling Post or Idling Comment in the last seven days. The Admin must announce the change in a comment on the relevant blog post.
If a Driver has not posted an entry or comment in the last seven days, any Admin may render that Driver Idle. The Admin must announce the change in a new blog post.
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Driver, known as the Dispatcher. If there is no Dispatcher, the Dynasty is a Metadynasty.
Any Driver may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Driver already has 2 Proposals pending, or has already made 3 Proposals that day).
Special Proposal Voting
When a Driver casts an explicit vote AGAINST their own Proposal, this renders the Proposal Self-Killed, even if the author later changes their Vote. The Dispatcher may use VETO as a voting icon to cast a Vote on a proposal; when the Dispatcher casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Dispatcher later changes their Vote.
If a Driver other than the Dispatcher casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Dispatcher. When the Dispatcher has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Dispatcher’s Vote for the purposes of other rules unless otherwise specified.
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 more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, 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 could not be Enacted without either one of the Votes AGAINST it being changed, or the set of Drivers being changed, or by awaiting the passage of time.
- It has been open for voting for at least 48 hours and cannot be Enacted.
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.
A Votable Matter is a post which Drivers may cast Votes on, such as a Proposal, a Call for Judgment or a Declaration of Victory.
Each Driver may cast one 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, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Driver’s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Driver never has a Vote, even if they were a Driver previously and had cast a valid Vote.
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgment or Declarations of Victory.
Calls for Judgment
If two or more Drivers actively disagree as to the interpretation of the Ruleset, or if a Driver feels that an aspect of the game needs urgent attention, then any Driver may raise a Call for Judgment (abbreviated CfJ) by posting an entry in the “Call for Judgment” category.
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.
This Rule may not be overruled by Dynastic Rules.
Victory and Ascension
If a Driver (other than the Dispatcher) 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 “Drivers”, “Votable Matters”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.
Every Driver 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 at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Dispatcher 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 lesser than half of Quorum, rounded down.
- It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
A DoV may be failed if any of the following are true:
- It has been open for voting for at least 12 hours, and it could not be Enacted without either at least one of the Votes AGAINST it being changed, or the set of Drivers being changed, or by awaiting the passage of time.
- It has been open for voting for at least 48 hours and cannot be 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 Driver who made the DoV as its Dispatcher. That Driver may pass this role to another Driver at this point by making a post to that effect, if they wish. The Hiatus continues until the new Dispatcher makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Dispatcher's chosen theme for the new Dynasty, and may optionally specify that the terms Driver and Dispatcher 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 Driver who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Driver'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 Driver within BlogNomic.
- A Driver 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 Driver should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- A Driver should not edit their own blog comments once posted, nor those of any other Driver.
- A Driver should not edit the "Entry Date" field of a blog post.
- A Driver should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Driver should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
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 “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
The Dispatcher does not count as a Driver for the purposes of any other Dynastic Rule, except where that Rule specifically refers to the Dispatcher.
Each Driver has an amount of Cash (a non-negative integer), initially 0. Cash is tracked in the GNDT.
Whenever a Driver Requests Assignment, their Cash becomes 0.
There are a number of Routes available for Drivers to patrol. A Driver has a pool of Routes. A Driver’s Routes are listed in order in their GNDT column ‘Routes’, with each Route represented by the first two letters of its name and optionally one or more punctuation marks. By default, a new Driver’s pool consists of 3 Inactive Downtown Routes and 2 Inactive Airport Routes, in that order. If a Driver’s pool is exactly the default, then their pool may be represented by a single hyphen. Each Route must be of a kind detailed in a subrule to this rule. The subrules must be ordered alphabetically by name. A Route is either Active, Inactive or Blocked; Inactive Routes should be marked with a * and Blocked Routes with a ! to indicate this.
Twice per week, but nor more than once in any 24-hour period, a Driver may Request Assignment. To do this, the Driver rolls DICEN, DICE(N-1), ..., DICE 3, DICE2, where N is the number of Routes in the Driver’s pool. The Driver then rearranges eir Routes according to the numbers rolled such that the new first Route is the one that previously held the position of the number given by the first die roll, the new second Route is the one that previously held the position of the number given by the second die roll (ignoring the already reassigned Route), and so on. The Route that was not referred to by any of the die rolls is placed last in the new order. (E.g., If a player rolls 2, 2, 1, 2. Their new first Route is the old second Route. The new second Route is the old third Route, which is the second, if the previously reassigned Route isn’t counted. The new third is the old first. The new fourth is the old fifth. The old fourth, having never been rolled, is placed last. The new order, then, is 2, 3, 1, 5, 4). Then, all the Blocked Routes in their pool become Inactive and the first five Routes in their pool (or all if there are fewer), become Active.
Four times per day, but not more than four times in any 12-hour period, a Driver may either Drive or Avoid the first Route in their Routes pool. This moves the Route to the bottom of the list and makes it Inactive if it was Active. Subrules of this rule may specify events that happen upon Driving a route, but those effects do not happen unless the route was Active before it was driven.
An Airport Route has a Scouting Cost of 10. When a Driver Drives an Airport Route, that Driver earns 3 Cash.
A Backalley Route has a Scouting Cost of 4. When a Driver Drives a Backalley route, that Driver may either earn 1 Cash or mark the Backalley Route with a %, instead of a * (to mark it Inactive). If a Backalley Route is marked with a %, it is considered Inactive. If another Driver (the Perpetrator) Drives an AGGRESSIVE Route that would affect the Driver with a Backalley Route (the Victim) marked with a %, instead of the effects of the AGGRESSIVE Route that relate to the Victim, the Perpetrator changes the % on one Backalley Route the Victim has in their pool to a *.
A Blockade Route has a scouting cost of 9. When a Driver Drives a Blockade Route, they gain 2 Cash and may make a Blockade Post, a blog post a title of “[Blockade]:X” where X is the name of a Route. Between when a Driver creates a Blockade Post under this rule and the next time another Driver Scouts the named Route, the named Route’s Scouting Cost is increased by 2 for the purpose of the rule “Scouting”, except when the author of that Blockade Post Scouts.
A Customs Route has a Scouting Cost of 6. When a Driver whose Cash is 0, 1 or 2 Drives a Customs Route, that Driver earns 3 Cash. When a Driver whose Cash is 3 or higher Drives a Customs Route, that Driver’s Cash becomes 5 instead.
A Downtown Route has a Scouting Cost of 2. When a Driver Drives a Downtown Route, that Driver earns 1 Cash.
A Dump Route has a Scouting Cost of 0, but when a Driver Scouts for a Dump Route, that Driver earns 5 Cash. A Drive cannot Scout for a Dump Route if they already have one in their pool. A Dump Route cannot be removed by a Scrubbing Route or turned into a Jam Route.
An Extended Route has a Scouting Cost of 13. When a Driver drives an Extended Route, they gain 2 Cash. If they have any Inactive CASH Routes, they also mark the first one as Blocked and perform its effect.
A Golden Route has a Scouting cost of 15. When a Driver drives an Active Golden Route, if they have at least four other Golden Routes in their pool, they achieve victory.
A Highway Route has a Scouting Cost of 5 if the driver scouting it had 2 or fewer Highway routes before scouting, and 12 otherwise. When a Driver Drives a Highway Route, that Driver earns 1 Cash and may make one of the first three Inactive Routes in their pool become Active. Highway Routes become Blocked instead of Inactive when Driven.
A Jam Route has a Scouting Cost of 4. When a Driver Drives a Jam Route, that Driver earns 2 Cash, and the traffic jam spreads - the Driver must change the first Route in his or her pool to a Jam Route.
An Overtime Route has a Scouting Cost of 9. When a Driver Drives an Overtime route, if they have already driven an Overtime route since they last Requested Assignment, they gain 1 Cash. Otherwise, they mark it as Blocked and then Drive every non-Blocked Route in their pool in their current order. (This does not let them Avoid Routes and does not count against how many times they can Drive in any given period.) If a Route Driven during this effect adds or unblocks Routes in their pool, they do not Drive those Routes, although removing a Route or making it Blocked will prevent it from being Driven.
A Repeat Route has a Scouting Cost of 5. When a Driver Drives a Repeat Route, he must choose one (and only one) of two options: either add a '$' mark to the Route (in addition to marking it Inactive) or remove all X '$' marks from the Route and gain X Cash. Unless otherwise specified, if a Repeat Route is ever changed into another Route, all '$' marks are removed and if a Repeat Route is copied by another Route only the Route the '$' marks are not copied as well.
A Roundabout Route has a Scouting Cost of 5. When a Driver Drives a Roundabout Route, that Driver earns 1 Cash, and may move one of their Routes to the top of the list.
A Scrubbing Route has a Scouting Cost of 7. When a Driver Drives a Scrubbing Route, they may pick one other Route from their pool and remove it.
A Suburban Route has a Scouting Cost of 6. When a Driver Drives a Suburban Route, that Driver earns 2 Cash.
An Upgrade Route has a scouting cost of 8. When a Driver drives an Upgrade Route, they may remove one of their other Active routes from their Route List and add an Inactive Route to the same spot in their Route List. The added Route’s Scouting Cost cannot be more than 2 plus the removed Route’s Scouting Cost. Highway Routes and Dump Routes cannot be removed this way.
A Tailgate Route has a Scouting Cost of 7. When a Driver drives a Tailgate Route, he gains 1 Cash and chooses another Driver to follow. That Tailgate Route becomes a copy of that Driver’s DICENth Route in that Driver’s Route List (where N is the number of Routes that Driver has) and becomes Blocked.
A Village Route has a scouting cost of 10. When a Driver Drives a Village Route, they make the first two inactive routes in their pool become active. Village Routes become Blocked instead of Inactive when Driven.
In order to help extend their business, at any time a Driver can Scout for new Routes. To do so, he spends the Scouting Cost of a Route in Cash (as defined in the rule defining that sort of Route), and adds that Route Blocked to the bottom of his list.
A Driver may spend 7 cash. If a Driver does so, that Driver rolls a DICEN where N is the number of Routes listed as subrules of the rule “Routes”. They must then add the Kth Route, (in alphabetical order, where K is the result of the die roll) as Inactive to the bottom of their list.
A rule that defines a Route can contain an explicitly labled list of Tags. If it does, each Route it defines has those Tags. If a Route would otherwise have no Tags, it is considered to be GENERIC. Tags for a Route should be selected from the following list, in accordance with the guidelines presented in that list. Tags:
- CASH (suitable for Routes whose only effect is to increase the Cash of one or more Drivers)
- AGGRESSIVE (suitable for Routes that have negative effects on other Drivers)
- DEFENSIVE (suitable for Routes that directly mitigate the effects of AGGRESSIVE Routes)
- TEAMWORK (suitable for Routes that have positive effects on other Drivers)
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying "bananas are blue" cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying "every day is Sunday" will be overruled by the glossary entry below.)
- "is able to"
- A blog comment published to the BlogNomic weblog at blognomic.com
- Core Proposal
- A Proposal which mandates changes that, even if conditionally, 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 Drivers.
- Daily Action
- If a game action is a Daily Action, each Driver able to perform it may take that action once each day, but not more than once every ten 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 UTC, 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 which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
- Effective Vote Comment (EVC)
- A Driver’s Effective Vote Comment with respect to a given Votable Matter means that Driver’s Comment to that Votable Matter, if any, that contains that Driver’s Vote on that Votable Matter.
- Flavour Text
- When posting a blog entry, a Driver 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.
- Idling Post
- Any post within which a Driver requests to be idled or de-idled, or which is specifically designated as an idling post and nothing else.
- IRC Channel
- The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
- "is permitted to"
- May not
- "is not permitted to"
- A blog post published to the BlogNomic weblog at blognomic.com
- Quorum of a subset of Drivers is half the number of Drivers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Drivers it is referring to, it is referring to a Quorum of all Drivers.
- If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words
- "is required to"
- "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).
- 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.
- The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. 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.
- 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 Driver able to perform it may take that action once each week, but not more than once every twenty-four hours.
- Weekly Communal Action
- If a game action is a Weekly Communal Action, it can be performed by any Driver, but only if it has not been performed (by any Driver) already in the same week.
- The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Driver 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.
If no Driver 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 Driver may update any Driver'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 Driver may correct the GNDT to comply with the Gamestate.
If a Driver 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, Drivers are encouraged to raise a Call for Judgment instead. Drivers shall be assigned a password for the GNDT when they join the Nomic.
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 Drivers to transfer a numeric value only allows them to transfer that value from themselves to another Driver (of their choice unless otherwise stated).
- A Driver 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 Drivers, or for existing Drivers 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 Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
- Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
- If a rule would ever have no name, it is instead named “Unnamed Rule”.
- 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.
- 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 Driver if it is explicitly stated that it refers to a Driver's name.
- If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
- The Appendix has precedence over any Rule;
- A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
- 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 “Drivers may Kick each other” and “Drivers may not kick each other on Tuesdays” exist, and it is Tuesday, Drivers may not Kick each other.)
- If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Drivers may Punch a Spaceman on Friday” and “Driver may not Punch Spacemen on Friday”, then Drivers may not Punch Spacemen on Friday.)