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BlogNomicRuleset24

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This is how the ruleset stood at the end of the FirstDynastyOfSimon?. It is not the current ruleset.


Index
  1. [Rulestate and Gamestate]
  2. [Gremmies]
  3. [Proposals]
  4. [Voting]
  5. [Enactment]
  6. [Calls for Judgment]
  7. [Gamestate Tracking]
  8. [Dynasties]
  9. [Victory and Ascension]

  1. [The Sea]
  2. [Victory]
  3. [Wave Machine]
  4. [Places]
  5. [Equipment]
  6. [Range Rover]
  7. [Style]
  8. [Movement and Stance]
  9. [The Sharks]
  10. [Drop In Check]
  11. [Psychokiller]
  12. [The Speedboat]
  13. [The Pusher]

  1. [Glossary]
1 - Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Gremmies must obey it. Rules 1-9 are the "core Ruleset", covering basic Gremmie and proposal mechanics; Rules 10 onwards are those specific to the current round.

The Ruleset and Gamestate can only be changed when a Rule specifically permits their being changed. ("Gamestate" is defined as any information which the Ruleset regulates the alteration of, such as Gremmies' names and the blog colour scheme.)

Admin Staff may correct obvious spelling and typographical mistakes in the Ruleset at any time.

2 - Gremmies

Anybody may apply to join BlogNomic (if they are not already playing) by contacting any of the Admin Staff, specifying the name they wish to use in the game and the URL or email address they want their name to link to in the Gremmie roster. The Admin may choose to approve or reject this application; if it is approved, the applicant will be signed up as a Member of the BlogNomic weblog, and will be considered a Gremmie from the moment that they first appear on the roster in the sidebar.

A Gremmie may change their name or their sidebar link, or leave the game, at any time, by posting an entry to the BlogNomic weblog requesting such action.

Some Gremmies are Admin Staff, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Gremmies who wish to become Admin should sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves an Admin. Existing Admin may be removed from their post by Proposal, CfJ or voluntary resignation.

Some Gremmies are idle, and should be marked as such in the sidebar. For the purposes of rules other than 1 and 2, idle Gremmies are not counted as Gremmies. Admin may render a Gremmie idle if that Gremmie has failed to vote for more than a week, or if it has asked to become idle. Admins may un-idle a Gremmie at their request - the Gremmie's personal gamestate retains the values it had immediately prior to their idling.

A single person may not control more than one Gremmie within BlogNomic. If anybody is suspected of controlling more than one Gremmie, then a Proposal may be made to remove any number of such Gremmies from the game, and to bar the perpetrator from rejoining.

3 - Proposals

Any Gremmie may propose a change to the Ruleset or gamestate by posting an entry with the subject "Proposal : [Title]" (where [Title] is a title of their choosing), and describes the changes they wish to be made.

Proposals can either be Pending, Enacted, Failed or Expired. When a Proposal is first put forward, it is considered Pending.

No ostensible Proposal shall be legal if its posting leads to its poster having more than 2 Proposals pending. Furthermore, no Gremmie may post more than 3 Proposals in the same day.

4 - Voting

Any Gremmie may cast their vote on a Pending Proposal by declaring it in the comments of the entry. Valid votes are FOR, AGAINST, and DEFERENTIAL, which must be represented by appropriate icons. If there exists more than one Vote from a single Gremmie on a single Proposal, only the most recent of those Votes is counted. If a Gremmie leaves the game or goes idle, their Vote no longer counts.

A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the King of the Beach. The vote will count as the same as the King of the Beach's vote. The King of the Beach cannot cast a vote of DEFERENTIAL. If there is no King of the Beach, a vote of DEFERENTIAL counts as an explicit vote of abstention.

If the Gremmie who made a Proposal has not cast an explicit Vote on it, their Vote is counted as FOR.

5 - Enactment

Quorum is equal to half the number of Gremmies, rounded down, plus one.

If the oldest pending Proposal's FOR votes exceed or equal Quorum and that Proposal has been open for voting for at least 12 hours, or if it is more than 48 hours old and more than half of its votes are FOR, then any Admin Staff may mark that Proposal as Enacted, then update the Ruleset and/or Gamestate to include the specified effects of that Proposal.

If the oldest pending Proposal has enough AGAINST votes that it could not be Enacted without one of those votes being changed, or if all Gremmies have voted on it and it still cannot be Enacted, or if the Gremmie who proposed it has voted AGAINST it, or if it is more than 48 hours old and most of its votes are AGAINST, then any Admin Staff may mark that Proposal as Failed. When the proposer votes against his or her own proposal, that vote may not be changed.

whenever an admin marks a proposal as enacted or failed he/she must report the following information on the proposal:
1) the final tally of for to against votes, or whether the proposal was self-killed or vetoed
2) the time of enactment or failure
3) the identity of the enacting or failing admin

6 - Calls for Judgment

If two or more Gremmies actively disagree as to the interpretation of the Ruleset, or if a Gremmie feels that an aspect of the game needs urgent attention, then any Gremmie may raise a Call for Judgment by posting an anonymous entry (via the blogger account that is specifically designated for CFJs) which begins with the paragraph "Call for Judgment" in bold text, and goes on to describe the issue, and measures that should be taken to resolve it.

All Gremmies may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Gremmie's later votes overriding its earlier ones). CfJs continue until they reach a quorum of FOR votes, or until four days have passed. After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset should be amended as was specified. Otherwise, the CfJ fails and may have no further effect.

The name of the CFJ blogger account is: CallforJudgment?
and it's password is: blognomic

7 - 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.blogspot.com. Any Gremmie may post to the blog at any time, but may only make official posts to the blog when the ruleset allows it. Posts following the format specified by a rule are considered official posts.

If nobody else has commented on it, an official post may be altered or removed; otherwise this can only be done as allowed by the ruleset. 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 formatted <div class="adminEdit [result]">[data]</div>, where [result] is one of enact, fail, veto, or other.

A non-official post may not through editing of the blog be changed into an official post.

Voting and comments are tracked by backblog, accessible through the link at the bottom of every post.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://kevan.org/generic?nomic=blog. Any Gremmie may update any Gremmie's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a Gremmie feels that an alteration goes against the Rules (as they were at the time of the alteration), he or she may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment should be raised.

Gremmies shall be assigned a password for the GNDT when they join the Nomic.

8 - Dynasties

BlogNomic is divided into a number of Rounds, referred to as Dynasties.

Each Dynasty has a single King of the Beach and is named according to the number of times which that Gremmie has been the King of the Beach (or the King of the Beach equivalent) (eg. "The First Dynasty of Myke").

The King of the Beach has the following powers:

If there is no King of the Beach, any Gremmie may propose a new header, color scheme, and/or VETO icon. If such a proposal passes, the changes will be made by any Admin.

A page of Dynasty Records are kept on a separate weblog, recording events that took place during past Dynasties, noting their themes, their King of the Beach or equivalent, interesting rules, large arguments, the winning move, etc. A Dynasty record must accurately reflect the Dynasty it refers to. Gremmies may submit Dynasty Records to the King of the Beach.

9 - Victory and Ascension

If a Gremmie believes that they have achieved the victory conditions for the current Dynasty, they may post a Declaration of Victory to the BlogNomic weblog. At this point, BlogNomic immediately goes into Hiatus, during which no further game actions (other than Calls for Judgment, and all relevant actions specified in Rule 6) may be taken.

Every Gremmie may respond to the Declaration of Victory saying whether they regard it as legal or illegal (using the FOR, AGAINST and DEFERENTIAL icons). If more than half of Gremmies consider the win legal, then the poster of the Declaration is considered to have officially won the Dynasty - the Dynasty ends. If more than half consider it illegal, and if no CfJs remain pending, however, then the Hiatus ends and the current Dynasty continues. If no clear decision is reached after 24 hours, the King of the Beach may optionally step in and decide the win's legality.

When a Dynasty has been won, all Gremmies' GNDT stats are reset to zero or blank. Any Gremmies who were idle throughout that Dynasty may be removed from the game, at the King of the Beach's discretion.

The Hiatus then continues until the new King of the Beach posts an Ascension Address to the BlogNomic weblog - this should specify the King of the Beach's chosen theme for the new round, and may optionally include a proclamation that any number of Rules will be repealed (excluding Rules 1-9), and/or that the words "Gremmie" and "King of the Beach" will be replaced with new theme-appropriate terms. If the new King of the Beach chooses not to repeal a rule with number over 9, he/she may also replace any keyword in those rules with a new theme-appropriate term. The remaining rules, after the new King of the Beach's proclamation, shall be renumbered to keep a sequential progression. The new King of the Beach may also proclaim at the Ascension Address the veto of any Pending Proposals. The failure of said proposals shall incur no Props penalty for the proposer.

Upon posting this Address, and having made the Ruleset changes, the Hiatus period ends and the new Dynasty commences.

The King of the Beach may not declare victory in his or her own dynasty.

10 - The Sea

Each Gremmie is a certain distance from the shore, measured in Yards - if this value would become lesser than -15, it becomes -15. A negative Yards number means that Gremmie is standing before the beach. A positive one means that Gremmie is on the Sea.

Gremmies can either be Swimming, Surfing, Standing or Wiped Out - this is their Stance and is tracked by the GNDT.

Gremmies have a surfing Skill, tracked by the GNDT as non-negative, non-zero integer number. A new Gremmie starts with a Skill of 1.

If at any moment a Gremmie's Skill would become less than 1, that Gremmie drowned and their Skill shall be set to 1, instead, and that Gremmie shall be moved to the Life Guard Post.

Gremmies have a coolness modifier, tracked by the GNDT as an integer number. A new Gremmie starts with a coolness modifier of 0. This number is added to the coolness factor specified in other rules.

11 - Victory

Yeah, Simon was awesome. He was the best. There aren't any surfers like him around any more.

If a Gremmie successfully performs a stunt with a name containing a reference to "Simon" and having a target skill level of 20 or greater, that Gremmie may claim victory.

If, at any time, all Gremmies except one are obnoxious gits, the one Gremmie who is not an obnoxious git may claim victory.

12 - Wave Machine

Any Gremmie may Spot a Wave, if no Waves have been Spotted earlier in the day. This is done by posting a GNDT comment of "Wave: DICEX DICEX", where 'X' is the highest number of Yards of any Gremmie, multiplied by two.

The Wave then moves from the highest of these rolls to the lowest - any Gremmies whose Yards are between the two rolls (or who are right on the highest roll) either catch the wave or are dragged by it:

(If the two rolls are equal, then no Wave appears.)

13 - Places

There exist Places that are certain distances from the beach. They are listed below.

At 10 yards before the beach there is the Life Guard Post.

At exactly 0 yards is the Beach - all Gremmies begin here.

14 - Equipment

Gremmies can carry Equipment, from the list below - it is tracked in the GNDT. Multiple items can be carried, but a Gremmie may never have more than one Suit, more than one piece of Headgear, or more than one Accessory.

Any Gremmie who is Standing may, instead of moving, either lose or gain one item of Equipment, of their choice.

Leather Jacket (Suit): When a Gremmie successfully Jumps the Shark, they automatically get the Leather Jacket, if their Skill then exceeds that of all other Gremmies - this is the only way to gain the Leather Jacket. The Gremmie wearing the Jacket is the King of the Beach.

Life Jacket (Suit): A Gremmie with a Life Jacket cannot Drown - their Skill is still set to 1, but they retain their Yard position.

Kevlar Vest (Suit): Sure it's not pretty; any Gremmie wearing a Kevlar Vest has 2 points removed from eir coolness factor and e can only move half the yards e normally could, rounded up. However, any Gremmie wearing a Kevlar Vest loses no skill (or suffers any other penalty) as the result of a Harpoon attack, even if another rule indicates the attack is successful.

Sunglasses (Headgear): A Gremmie wearing Sunglasses gets +1 to their Coolness Factor, for all Stunts.

Goggles (Headgear): A Gremmie wearing Goggles can move an extra 2 Yards when Swimming.

Binoculars (Accessory): A Gremmie with Binoculars may spot a Wave even if one has already been spotted earlier in the day, but not if two have been spotted.

Harpoon (Accessory): If a Gremmie has a Harpoon and is at the same Yard distance as the Shark, they may attack it by posting a blog entry to this effect. If they do so, the Shark is moved to 200 Yards and may not be moved again for the remainder of the game.

Shark Bait (Accessory): A Gremmie with Shark Bait does not roll DICE when moving a Shark - it is instead moved directly to that Gremmie's position.

Sharktooth Necklace (Necklace): There's no denying that a Sharktooth Necklace is cool - it adds 3 to coolness, in fact. But it has to be earned - specifically, a Gremmie must harpoon two or more Sharks before e can claim it from the Beach.

15 - Range Rover

Some Gremmies are obnoxious gits. If anywhere in the ruleset there is a sentence denoting any particular Gremmie as an obnoxious git then that Gremmie is an obnoxious git. Gremmies that are obnoxious gits may not declare victory.

If a Gremmie who is not an obnoxious git has less skill than any Gremmie who is an obnoxious git, they are a dork and suffer the same penalties as the obnoxious git, with the additional restriction that they cannot be King of the Beach.

16 - Style

When a rule other than this one allows it, a Gremmie may attempt a Stunt to improve their Skill, or just to impress the beach bunnies. That is done by posting a comment to the GNDT, naming the Stunt (and optionally describing it) and including the text "Stunt(X):DICEY" where X is the target Skill level of the Stunt they are attempting and and Y = (X + the Gremmie's Skill).

That Stunt Skill level is now established - any subsequent attempt to perform the same named Stunt by any Gremmie must use that target Skill level.

The result of the DICEY roll plus the value Z determines the success of the roll (Z is a coolness factor that defaults to Zero, but can be modified by other rules.):

17 - Movement and Stance

A Gremmie that is not Wiped Out can change their own Stance at any time.

Only Gremmies with a positive Yard number may be Swimming or Surfing. Only Gremmies with a non-positive number may be Standing.

A Wiped Out Gremmie can only change their Stance if another Gremmie has changed Stance that same day, but not before they became Wiped Out.

Gremmies may move, once per day. The type of movement a Gremmie is allowed depends upon that Gremmie's Stance, as follows:

18 - The Sharks

There are Sharks in these waters -- they are listed as a Gremmie in the GNDT (but are not considered a Gremmie under any circumstances), and have Yard distances from the shore. Their Stance is always "Swimming". Sharks after the first Shark are listed as "Shark#" in the GNDT where # is a number starting at 1 and is incremented by 1 for each new Shark created (the first Shark has a numeric indicator of 0, but it is never required to list that indicator when referencing Shark0).

If any Shark is struck by the harpoon its blood causes a feeding frenzy. 2 days after a shark is struck by a harpoon, 3 new Sharks appear at Yard DICE3X, where X is the maximum of the Yards of all Gremmies. Any admin may create the new Sharks after midnight on the second day, and any admin may remove a harpooned shark from the GNDT after the new Sharks have been created.

If any Shark has the same Yard value as a Gremmie, any Gremmie may force it to attack that Gremmie (unless it has already attacked them earlier in the day). This is done by posting a GNDT comment of "Shark# Attacking {Name}: DICE3 DICEX" where # is the number indicator of the attacking Shark, {Name} is the name of the chosen victim, and X is the Skill of the victim. If the result of the first die is a 1, the Shark injures the Gremmie, who loses the second roll's worth of Skill.

A Swimming or Standing Gremmie may move any one Shark instead of moving themselves, by posting a GNDT comment of "Shark# Move: DICEX", where # is the numeric indicator of the Shark to be moved and X is the Yard distance of the furthest-out Gremmie. The Shark is moved to the result of the roll.

If a Gremmie performs a Stunt that causes em to cross the path of the Shark (ie. the movement caused by the Stunt starts on one side of the Shark and ends on the other), then e is considered to be Jumping the Shark.

If a Stunt that Jumps the Shark obtains a Perfect (highest possible) die roll, it is instead considered Mondo. If a Stunt that Jumps the Shark obtains a Successful die roll, it is instead considered Perfect. If a Stunt that attempts to Jump the Shark results in a Wipe Out, and therefore the Gremmie does not Jump the Shark, e is moved to the same Yard position as the Shark.

19 - Drop in Check

When a rule other than this one requires it, two Surfing Gremmies have a Drop In Check performed on them. This is done by posting a comment to the GNDT including the text "Drop In check (X, Y): DICE10" where X is the Surfing Gremmie who started movement on the wave first, and Y is the second Surfing Gremmie.

If both Gremmies would start movement in the same Yard, X is the Gremmie with the highest Skill and Y is the Gremmie with the lowest Skill. If both Gremmies would start movement in the same Yard and have the same Skill, X is the Gremmie whose name appears uppermost in the Active Gremmies list and Y is the Gremmie whose name appears lowest in the Active Gremmies list.

The following equation determines the outcome of the Drop In check -- Z = (DICE10 result minus X's skill) plus Y's skill

20 - Psychokiller

Any Gremmie carrying the harpoon, who has the same yard value as another Gremmie, may choose to attack that Gremmie with the harpoon. This is done by posting a comment to the GNDT stating {My Name} attacking {Name}: DICE3 DICEX where {My Name} is the name of the attacking Gremmie, {Name} is the name of the chosen victim and X is the skill of the victim. If the result of the first die is a 1, the attack succeeds and the target Gremmie is injured and loses the second roll's worth of Skill.

Whether or not the attack succeeds, the attackers coolness is permenantly reduced by 10. That is, the attacking Gremmie must thereafter subtract 10 from the coolness factor used in other rules. In addition, the attacking Gremmie will become known as an obnoxious git, if they aren't already. These effects may be noted in this rule by any Admin, within 48 hours of the attack.

Quazie is an Obnoxious Git and has a Coolness modifier of -400.

A Gremmie may only attack another Gremmie once per day.

21 - The Speedboat

A Speedboat is bobbing in the waves - it has a Yard value, and is listed as a Gremmie in the GNDT, but is not a Gremmie for game purposes.

If a Gremmie is at the same Yard distance as the Speedboat, he or she may Stand - this takes precedence over Rule 17, and is known as "Boating".

If a Gremmie is Boating, they are immune to Shark attacks, and may move up to 20 Yards as their movement. (Moving in this way also causes other Boating Gremmies - and the Speedboat itself - to automatically move to the same Yard distance, but does not count as those Gremmies' movement for that day.)

If the Speedboat ever ends up at a distance of 0 Yards or less, it is moved to the 1 Yard mark.

If the Speedboat is ever in the path of a Wave more than 50 Yards in length, it is capsized - it moves to the lowest roll of the Wave, along with all the Boating Gremmies, who become Wiped Out.

22 - The Pusher

By posting a comment in the GNDT, a Gremmie who is Standing with the same yard value as the Speedboat may push another Gremmie who is at the same yard, provided that the Gremmie so pushed is an Obnoxious Git. The Yard value of the Gremmie who is pushed is decreased by one, or set to zero if the value would be less than one.

If the Gremmie pushed from the Speedboat still has a positive yard value, his or her stance is changed to Wiped Out.

99 - Glossary

This Rule is always at the end of the Ruleset. Its only effect can be to clarify ambiguity.

Typographic Conventions


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Last edited April 3, 2005 12:37 pm by Kevan (diff)
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