Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Players 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”. Players 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 Player. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Player.
A Player may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Player may not rejoin the game within two weeks after having left. A Player may only change their name as a result of a proposal approving the change.
Some Players are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Players 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 Players are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules “Ruleset and Gamestate”, “Players” , “Dynasties”, “Fair Play”and any of those Rules’ subrules, Idle Players are not counted as Players.
If a Proposal contains a provision that targets a specifically named Idle Player, then that Idle Player is considered to be Unidle solely for the purposes of enacting that specific provision
When an Player 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 Player Idled in a different dynasty), the Player is given the default value for new Players, if such a value exists.
An Admin may render a Player Idle if that Player has asked to become Idle in an entry or comment from the past four days, or if that Player 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. An Admin may Unidle a Player if that Player has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Player who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Player, known as the Net. If there is no Net, the Dynasty is a Metadynasty.
Any Player may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Player already has 2 Proposals pending, or has already made 3 Proposals that day).
Special Proposal Voting
When a Player casts an explicit vote AGAINST their own Proposal, this renders the Proposal Self-Killed, even if the author later changes their Vote. The Net may use VETO as a voting icon to cast a Vote on a proposal; when the Net casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Net later changes their Vote.
If a Player other than the Net casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Net. When the Net 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 Net’s Vote for the purposes of other rules unless otherwise specified.
Resolution of Proposals
The oldest pending Proposal may be enacted by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) 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 Players 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 Players may cast Votes on, such as a Proposal, a Call for Judgment or a Declaration of Victory.
Each Player 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 Player’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-Player never has a Vote, even if they were a Player 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 Players actively disagree as to the interpretation of the Ruleset, or if a Player feels that an aspect of the game needs urgent attention, then any Player 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 Player (other than the Net) 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 “Players”, “Votable Matters”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.
Every Player 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 Net 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 Players 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 Player who made the DoV as its Net. That Player may pass this role to another Player at this point by making a post to that effect, if they wish. The Hiatus continues until the new Net makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Net's chosen theme for the new Dynasty, and may optionally specify that the terms Player and Net 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 Player 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 Player'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 Player within BlogNomic.
- A Player 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 Player should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- A Player should not edit their own blog comments once posted, nor those of any other Player.
- A Player should not edit the "Entry Date" field of a blog post.
- A Player should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Player 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 Net is Not a Player
The Net does not count as a Player for the purposes of any other Dynastic Rule, except where that Rule specifically refers to the Net.
The game proceeds by Cycles, with each cycle lasting 72 hours. New Cycles begin at 0001 UTC on the 25th, 28th and 31st of March 2012, the 3rd, 6th, 9th, 12th, 15th, 18th, 21st, 24th, 27th and 30th of April 2012, the 3rd, 6th, 9th, 12th, 15th, 18th, 21st and 24th of May 2012.
For each Cycle’s resolution, the Net should make all required announcements, ruleset changes and GNDT updates, including those effects triggered by the start of a new Cycle, within a single one-hour window.
Each Player has the following Resources as non-negative integers tracked in the GNDT that default to 0: Credits, Councilmen, Marines, and Power.
New Players start with MPI Credits.
Blogia is governed by the Council of Twelve, whose allegiances may be swayed by the Players. If the total Councilmen of all Players is equal to 12, then no Player’s Councilmen may be increased by the effect of an Institution. (If the total Councilmen of all Players is ever greater than 12, then any Player may invoke an Unmasking and remove one Councilman from every Player who has at least one Councilman.) The total number of Councilmen will be tracked in the GNDT in the “Councilmen” field of the Net.
The total number of Power will be tracked in the GNDT in the “Power” field of the Net.
At anytime, any Player may issue a Direction in a private message to the Net indicating which of their resources are being allocated to each Institution that Cycle. A Player may not Direct more Resources than they have; any Direction violating this is ignored entirely, although the Net is encouraged to inform the directing Player of this. If Players issue multiple Directions during a Cycle, all but the last is ignored.
When issuing a Direction specifying that none of their resources are being allocated to Institutions, a Player may include in that Direction an Order of Reset.
At the end of each Cycle: First, each Institution is Resolved in the order that they are defined in the Ruleset. If a Player does not have sufficient resources to fulfill the direction for that cycle, their direction is ignored.
When an Powered Institution is resolved, it is Influenced by the Player who Directed more Marines to that Institution than any other Player, provided there is one. If there is none, if one of the Players who Directed the most Marines to that Institution has Directed more Credits than any of the other Players who Directed the most Marines to that Institution, then that Player influences the Institution. If there is none, no Player Influences that Institution. When an Unpowered Institution is resolved, no player influences it.
The Net should announce which Players Influenced which Institutions, and how many Resources were Directed by those Players to those Institutions. (If no Player Influenced the Watchtower, then its records become public and the Net should also announce the Resources that each Player directed to any Institutions that they failed to Influence.) Then, players Restock. Each Player earns 1 Credit for each Powered Institution which they Directed at least one Marine or Credit to but did not Influence that Cycle. The player that influenced 96189 Pygmalion in the previous Cycle gains Y-X Credits, where Y is equal to the total number of Resources Galactic Galatea currently possesses and X is equal to the total number of Resources Galactic Galatea possessed at the beginning of the current Cycle, if Y-X is positive. Additionally, each player who has no Credits and Directed 0 Credits and 0 Marines that Cycle gains 1 Credit. If a Player did not send any valid Direction this Cycle, their amount of Credits is either doubled, or increased by the number of currently Powered Institutions, not counting the Public, whichever would make it lower.
If each claim made by the player who influenced the Public last Cycle in their Control message was accurate, then the player who influenced the Public gains an amount of Power equal to Y/X, where Y is equal to the total amount of Power owned by all other players combined, and X is equal to the number of active players, and this Cycle is the final Cycle of the Dynasty.
Then, if this is the final Cycle of the Dynasty: first, if a single Player has more Councilmen than every other player, that player gains an amount of Power equal to Y/X, where Y is equal to the total amount of Power owned by all other players combined, and X is equal to the number of active players.
Then, if a single Player has more Power than every other player, that player has achieved victory. Otherwise, a Player will be chosen from the group of Players who are all tied for the most Power in the following manner and that chosen Player has achieved victory: The Player with the most Credits is chosen, if a tie remains choose the Player with the most Marines (from those tied for Power and Credits), and if a tie remains choose a Player with the most Councilmen (from those tied for Power, Marines and Credits), if a tie still the Net shall choose the Player (from tied for everything). In any of these cases, the Net should post to the blog announcing the choice. This player is encouraged to explain the cause of the dark Ansible, and the fate of Blogia, in any Declarations of Victory they make in the near future.
Otherwise, a new Cycle begins.
At the beginning of each Cycle, after the new Market Price Index has been calculated, every Player whose previous Cycle’s Direction included an Order of Reset has their Marines, Power and Councilmen set to 0, and their Credits set to the new MPI.
The following Institutions operate in Blogia:
- The Mine (): When a player Influences the Mine, they gain 5 Power.
- The Council (): When a player Influences the Council, they gain 1 Power and 1 Councilman.
- The Legion (): When a player Influences the Legion, they gain 1 Marine.
- The Bank (): When a Player Influences The Bank, they gain C/2 + X Credits (rounded up), where X is the number of other Players who Directed at least one Credit to the Bank that Cycle and C is the number of Credits the Player who Influenced The Bank Directed at The Bank that Cycle.
- The Slave Pits (2): No Credits may be directed to the Slave Pits. When specifying Directions to the Net, a Player may specify an Institution against which they are Agitating. When a player Influences the Slave Pits, if the Player specified an Institution to Agitate against, then Institution becomes a target of Slave Riots - a status that is tracked privately by the Net. They also gain 2 Power and 2 Credits.
- The Courthouse (): When a player influences the Courthouse they gain 1 power. In addition, during the next cycle, they may send the Net a message containing a list of institutions, each with a Player whose Direction will be ignored for that institution that Cycle. The same player may not be ignored for multiple institutions in a Cycle; any message which would cause this to occur is ignored entirely. At the end of each Cycle, the Net is encouraged to post this list to the Blog.
- The Reactor (): When a player influences the Reactor, they gain 5 credits. In addition, when specifying Directions to the Net, a Player may nominate an Institution to be Disconnected. When a Player influences the Reactor, the Institution they nominated is Disconnected for the duration of the next Cycle.
- The Black Market (): When specifying Directions to the Net, a Player may specify a number of Malcontents to be Recruited. When a Player Influences the Black Market, if they specified a number of Malcontents to be Recruited during the current Cycle, then if the Player has at least 5X+(X(X-1)/2) Credits (where X is the number of Malcontents they specified), then they lose 5X+(X(X-1)/2) Credits and gain X Marines.
- The Public (): When a player influences the Public, they lose 1 Power. In addition, during the next cycle, they may once send the Net a message containing the word CONTROL, in all caps, listing X distinct Powered Institutions, where X is equal to a quorum of active players, and a claim as to which Player, or that no player, will influence each of those Institutions that Cycle.
- The Rebels (): When a player influences the Rebels, they gain 1 of each Resource. In addition, during the next Cycle, they may not Direct resources at any of the Institutions they Directed resources at this cycle.
- Watchtower (): When a Player Influences the Watchtower, they gain 2 Power and the Net must send them a private message listing the Resources that each Player allocated in Directions during the current Cycle, as well as which player if any was targeted by The Mob and the location of any Slave Riots, as well as which player if any was targeted by The Mob.
- 96189 Pygmalion (): The Galatea counts as a Player for the purposes of every Dynastic Rule; if a Player has Influenced the 96189 Pygmalion during the previous Cycle, they may dictate that the Galatea take any action that is legal for the Galatea to take. If a Player dictates that the Galatea take an action that requires sending a message to the Net, the message is sent by that Player instead, with the text “Galactic Galatea” in its title. If no player has Influenced the 96819 Pygmalion during the previous Cycle and the Galatea has no Marines, no Power, no Councilmen, and less than MPI Credits, then the Galatea is considered to have issued a Direction including an Order of Reset during the current Cycle.
- The Mob (): When specifying Directions to the Net, a Player may nominate a Player to be Hit, optionally specifying either a Military or Civilian Target. When a Player influences The Mob, the Player they nominated to be Hit loses either 1 Marine (if a Military Target was specified) or 1 Councilman (for a Civilian or unspecified Target) at the end of the resolution for that cycle, after any costs associated to directing resources have been paid.
- The Fleet(): When specifying Directions to the Net, a Player may select an Institution the wish to Invade. When a player Influences the Fleet, they Influence that Institution instead of anyone else at the end of the next cycle. The Institution players select to Invade should be announced after they have Influenced it.
When a Player Influences an Institution, they lose all Resources they Directed at it that Cycle.
Each Institution can be either Powered or Unpowered. Making an Institution Powered is not considered to be modifying it for the purposes of this rule. Unpowered Institutions are signed with a “*” mark after their names in this rule.
Whenever an Institution is created or modified, it becomes Unpowered. When a new Cycle begins, any Institution which is not Disconnected become Powered, and all other Institutions become Unpowered.
When a new Institution is created, it is added at the bottom of the list unless otherwise stated in the proposal adding the Institution.
If a Player would influence an Institution that is the target of Slave Riots, and if they directed fewer than 6 Credits and fewer than 2 Marines at it, then the Institution is not Influenced, the Player loses all Resources they Directed at it that Cycle, the Institution is no longer the target of Slave Riots, and the Net must announce this event to all Players. No more than one Institution may be the target of Slave Riots at any time; if a Player causes an Institution to be the subject of Slave Riots, then any other Institution with that status no longer has it.
When a new cycle begins, the Market Price Index (MPI) will be calculated with the formula MPI = (Cr + Po + Ma + Cm)/Pl, rounded up, where Cr is the total sum of Credits of all Players, Po is the total sum of Power of all Players, Ma is the total sum of Marines of all Players, Cm is the total sum of Councilmen of all Players and Pl is the number of unidle Players. The MPI will be tracked in the GNDT in the “Credits” field of the Net.
Any pending proposal may be failed immediately by any Admin if the Net has voted VETO on it and the word ‘fast’ was in the EVC containing that vote.
If a pending Dynastic Proposal has a number of FOR Votes that exceed or equal Quorum and that same Proposal also has a number of EVCs with the expression “FAST TRACK”, in all caps, that exceed or equal Quorum, then any Admin may enact that Proposal, even if it is not the oldest pending Proposal.
Each Institution has an associated non-negative integer Bonus, which by default is zero. Whenever a Player Influences an Institution that Player receives the Institution’s Bonus in Credits, and then the Institution’s Bonus is set to zero. After each Cycle, for every Institution which was Powered for that Cycle and which no Player influenced, the Bonus for that Institution increases by one. If no Player directed any Credits or Marines at that Institution (and it was still Powered), the Bonus for that Institution increases by an additional one. Each Institution should be marked with is Bonus. Modifying the Bonus of an Institution does not cause that Institution to become Unpowered.
In their directions for the cycle ending May 18th, Players may specify a number of Councilmen that they possess to be subject to a Councilmen Amnesty. When that cycle is resolved, each player loses that number of Councilmen and gains an amount of credits equal to the total number of Councilmen sacrificed by all players as part of this Amnesty for each Councilmen they lost in this way.
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 Players.
- Daily Action
- If a game action is a Daily Action, each Player 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 Player’s Effective Vote Comment with respect to a given Votable Matter means that Player’s Comment to that Votable Matter, if any, that contains that Player’s Vote on that Votable Matter.
- Flavour Text
- When posting a blog entry, a Player 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 (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 Players is half the number of Players in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Players it is referring to, it is referring to a Quorum of all Players.
- 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 entry in the “Story Post” category.
- 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 Player 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 Player, but only if it has not been performed (by any Player) 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 Player 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 Player 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 Player may update any Player'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 Player may correct the GNDT to comply with the Gamestate.
If a Player 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, Players are encouraged to raise a Call for Judgment instead. Players shall be assigned a password for the GNDT when they join the Nomic.
Numbers and Variables
- If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. 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, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; 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 X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, and a rule that allows Players to transfer a numeric value only allows them to transfer that value from themselves to another Player (of their choice unless otherwise stated).
- A Player 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 Players, or for existing Players upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).
- Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
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 Player if it is explicitly stated that it refers to a Player'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 “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.)
- 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.)