This is the Ruleset for BlogNomic; all Players must obey it. Rules 1-9 are the "core Ruleset", covering basic Player 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 Player's names and the blog colour scheme.)
Spivak pronouns, as defined in the Glossary, shall be used throughout the Ruleset, whenever a Player is referred.
Admin Staff may correct obvious spelling and typographical mistakes in the Ruleset at any time.
Anybody may apply to join BlogNomic (if e is not already playing) by contacting any of the Admin Staff, specifying the name e wishes to use in the game and the URL or email address e wants eir name to link to in the Player 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 an Player from the moment that e first appears on the roster in the sidebar.
An Player may change eir name or eir sidebar link, or leave the game, at any time, by posting an entry to the BlogNomic weblog requesting such action.
Some Players are Admin Staff, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Players who wish to become Admin should sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their post by Proposal, CfJ or voluntary resignation.
Some Players are idle, and should be marked as such in the sidebar. For the purposes of rules other than 1 and 2, idle Players are not counted as Players. Admin may render an Player idle if that Player has failed to vote for more than a week, or if it has asked to become idle. Admins may un-idle an Player at eir request - the Player's personal gamestate retains the values it had immediately prior to eir idling.
A single person may not control more than one Player within BlogNomic. If anybody is suspected of controlling more than one Player, then a Proposal may be made to remove any number of such Player from the game, and to bar the perpetrator from rejoining.
Any Player may propose a change to the Ruleset or gamestate by posting an entry with the subject "Proposal : [Title]" (where [Title] is a title of eir choosing), and describes the changes e wishs to be made.
Proposals can either be Pending, Enacted, or Failed. 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 Player may post more than 3 Proposals in the same day.
Any Player may cast eir 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 Player on a single Proposal, only the most recent of those Votes is counted. If an Player leaves the game or goes idle, eir Vote no longer counts.
A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the GM. The vote will count as the same as the GMs's vote. The GM cannot cast a vote of DEFERENTIAL. If there is no GM, a vote of DEFERENTIAL counts as an explicit vote of abstention.
If the Player who made a Proposal has not cast an explicit Vote on it, eir Vote is counted as FOR.
Quorum is equal to half the number of Players, 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 Players have voted on it and it still cannot be Enacted, or if the Player who proposed it has voted AGAINST it, or if it is more than 48 hours old and at least half of its votes are AGAINST, then any Admin Staff may mark that Proposal as Failed. When the proposer votes against eir own proposal, that vote may not be changed.
whenever an admin marks a proposal as enacted or failed e 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
If two or more Players actively disagree as to the interpretation of the Ruleset, or if an Player feels that an aspect of the game needs urgent attention, then any Player 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 Players may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a /Player'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
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 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.
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 Player may update any Player's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged - if an Player feels that an alteration goes against the Rules (as they were at the time of the alteration), e may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment should be raised.
Players shall be assigned a password for the GNDT when they join the Nomic.
BlogNomic is divided into a number of Rounds, referred to as Dynasties.
Each Dynasty has a single GM and is named according to the number of times which that Player has been the GM (or GM equivalent) (eg. "The First Dynasty of Myke").
The GM has the following powers:
If there is no GM, any Player 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 GM or equivalent, interesting rules, large arguments, the winning move, etc. A Dynasty record must accurately reflect the Dynasty it refers to. Players may submit Dynasty Records to the GM.
If an Player believes that e has achieved victory as specified in the current ruleset, e may add a post to the Blognomic frontpage entitled 'Declaration of Victory', and a Hiatus begins. So long as the Hiatus is in effect, the only game actions that may be taken are those covered by rules 2, 6, and 9.
Every Player may respond to the Declaration of Victory saying whether e regards it as legal or illegal (using the FOR, AGAINST and DEFERENTIAL icons). If more than half of Player 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 GM may optionally step in and decide the win's legality.
At the winner's discretion, e may choose another active Player to be the GM for the next dynasty. This is known as Passing the Mantle. If the selected Player agrees, then all rights and responsibilities of the GM transfer to the selected Player. If the winner makes no mention of Passing the Mantle, it is assumed that the winner has decided to become the next GM
When a Dynasty has been won, all Players' GNDT stats are reset to zero or blank. Any Players who were idle throughout that Dynasty may be removed from the game, at the GMs's discretion.
The Hiatus then continues until the new GM posts an Ascension Address to the BlogNomic weblog - this should specify the GM'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 "Player" and "GM" will be replaced with new theme-appropriate terms. If the new GM chooses not to repeal a rule with number over 9, e may also replace any keyword in those rules with a new theme-appropriate term. The remaining rules, after the new GMs's proclamation, shall be renumbered to keep a sequential progression. The new GM may also proclaim at the Ascension Address the veto of any Pending Proposals.
Upon posting this Address, and having made the Ruleset changes, the Hiatus period ends and the new Dynasty commences.
The GM may not declare victory in eir own dynasty.
A Player may play up to one Game at a time. The Game a Player is currently playing is shown in the GNDT. While playing that Game, e must abide by the rules of that Game.
If a Player is not currently playing a Game, e may make a post to the blog (called a Starting Post) in the format "Starting a Game of XXXX" where XXXX is the name of a Game in the List of Games. For 24 hours after the Starting Post has been posted, other Players (provided they are not currently playing a Game and have not responded to any other pending Starting Posts in the following format) may respond to the Starting Post with a comment stating "I'd like to play XXXX too".
After 24 hours have passed since the posting of the Starting Post, if at least the Minimum Number of Players for the Game in question have responded to it, then the first X responders (where X is the Maximum Number of Players for the Game in Question) must have their Game GNDT listing set to the Game of the Starting Post, and are now considered to be Playing it.
If, however, after 24 hours, the Minimum Number of Players have not responded to the Starting Post, then it is assumed that nobody really wants to play that game, and the poster of the Starting Post loses 2 Kudos.
A player may stop playing a Game at any time; if, however, the Game has not Ended, that player is considered a poor sport and loses 3 Kudos. When a Game Ends (as described in the rules of that Game) all Winners of that Game gain 5 Kudos.
A Multi-Player Game is any Game which has a Maximum Number of Players greater than 1.
When a Player makes a Starting Post, and the game the Player is proposing to start is a Multi-Player Game, then the Player must denote in the starting post a unique Game Identifier. This Game Identifier must not be the same as the Game Identifier for any Game that is being played at the time of the posting. A Game Identifier cannot be the same as the Name of any Game, nor the name of any Player. If the Starting Post results in the commencement of a Game, then the Game GNDT of all the Players who are Playing the game must list the Game Identifier (in addition to the Name of the Game). A Game Name and a Game Identifier define a Game Instance.
Unless explicitly stated otherwise, the rules of a Game apply only to a particular Game Instance.
THE LIST OF GAMES
Add games as they are invented by proposal in the following format:
Game Title (Minimum Number of Players - Maximum Number of Players)
Generic lucky game (2-12)
This game is set up in such a manner that each player has very little control over how they do in the game (consider such games as Life and Candyland). Each player in the game, once the game has commenced, must roll DICE100 within 26 hours, if they do not then eir roll shall be considered to be zero. After each player has rolled, the game ends. The player with the highest dice roll Wins the game, and therefore gains five Kudos, and the player with the lowest dice roll loses four Kudos. In the event of a tie, all players concerned are subject to the same effects.
A player may play this game for as long as e likes, once e begins, ending the game at any time after e has played at least one round. Each round consists of the player making a comment in the GNDT with a whole number no greater than eir current Kudos, and FRUIT. If the FRUIT comes up BAR, e gains twice the number e posted in kudos. If it comes up CHERRY, e gains the number e posted in kudos. Otherwise, e loses the number e posted in kudos. Note that this game has no winner, so the player does not gain 5 Kudos automatically.
1. The turn order for Shootout is determined by the timestamp order of the responses to the Starting Post, starting with the first responder. Once the last responder has taken eir turn, the first responder takes eir second turn, and so forth. Dead Players are skipped in the turn order.
2. When the Game of Shootout commences, each Player must respond to eir response to the Starting Post with an integer value from 1 to 20. This value is called that Player's Accuracy. No further actions in the game of Shootout may be taken until all Players have chosen their Accuracies. Accuracies may not be changed once chosen.
3. As soon as all Players have chosen their Accuracies, the first Player may take eir Turn. The Player whose turn it is is called the Shooter. A Player may only take one Turn at a time, and must wait for all other living Players to take their Turns before e can take another. A Turn consists of making a comment in the GNDT in the following format: "Shooting XXXX: DICE20" where XXXX is the name of another Player in the same Game of Shootout. If the DICE20 result is less than or equal to the Shooter's Accuracy, then the target is hit and becomes Dead, and the Shooter must make a comment to the Starting Post of the Game in the format "I Shot XXXX and killed em". If, however, the DICE20 result is greater than the Shooter's Accuracy, then the Shooter must make a comment to the Starting Post of the Game in the format "I Shot at XXXX and missed. Phooey!" XXXX is still the name of the Shooter's Target. After this comment is made, the next Player in the Turn order may take eir turn.
= 4. When a Player becomes Dead, e may quit the game of Shootout at any time, without the normal penalty for bad Sportsmanship.
5. The game ends when only one Player is not Dead. That Player is the Winner.
Poker-ish 2-4 At the commencement of a game of Poker, all players must discard all the cards from their hand. Any cards they gain from thereon in are kept secret; cards may not be drawn in the conventional way, but instead must be requested from the GM. Once e has an analogous request from all remaining players, e shall randomly generate the appropriate number of cards and apportion them according to eir own logic. The GM is expected to keep track of cards apportioned in this manner, for later corroboration if necessary.
Additionally, they must make a stake of Kudos in their initial response. Each player must have enough Kudos to cover their stake throughout; if ever their stake exceeds their Kudos total, they are busted and must fold. Each time a player gains a card, that player must either raise their stake or fold, forfeiting their existing stake but exiting the game. If all player but one have folded before the game reaches five hands, that player wins.
When all players have five cards, they must reveal their hands. The player with the highest-scoring hand wins, and may claim the Kudos stakes of all other players. In all cases, a ‘pure’ hand – a hand that contains only conventional cards – wins over a hand of a similar set but consisting of non-conventional cards. A list of scoring hands appears below, in descending order of rank:
Mornington Crescent (3-6)
The rules are the same as the standard Mornington Crescent American Eastern Tourney Rules (Sunday Edition) with Mortimer's Variations applied to end game circuits with the exception of Kings Cross. Further, players may not join in double-play unless two players have turned the marquis on the previous turn and a third play is in knid, unless of course Dollis Hills has been named frontstop by the moderator after a shift play.
There is a page on the blognomic wiki called GamePile which tracks information about each Game, as follows:
Game Owner is the name of the Player whose proposal created the Game.
Popularity is the number of times the Game has been played. This must be incremented by one when the Game is Ended. Until this has been done, Players who last played the Game may not respond to or post any Starting Posts, nor can that Game be the subject of a Starting Post.
A "Game Rule" is defined as a rule of a Game, as set out in rule 10.
A "Nomic Rule" is any rule which is not a Game Rule.
A Nomic Rule or any subset of a Nomic Rule may be asserted by a Nomic Rule to "Supersede All Game Rules".
Conjugation of the verb word Supersede (for example, to "Supersedes") does not affect the meaning of the phrase.
No Game Rule may contradict a Nomic Rule (or subset thereof) which Supersedes All Game Rules. Any Proposal or any action defined or enabled by a Game Rule which attempts to create, delete, or modify a Game Rule in such a way that will cause it to contradict a Nomic Rule (or subset thereof) which Supersedes All Game Rules is illegal.
Rules 1 to 9, and Rule 99, and this Rule all Supersede All Game Rules.
A Game Rule may not allow Players to declare victory, as set out in rule 9.
This Rule shall Supersede All Game Rules.
The cards currently in use are found in the BlogNomic Wiki. The cards are sorted in pages entitled ‘Card#’, where # is unique to each card.
Once per day, provided that no other player has done so, a player may add a new card to the wiki. The page created must follow the format of ‘Cardx’, where the number is the number of the highest existing card +1. Cards need not necessarily be from the conventional deck of 52 – so long as it is provably used in a game of some description it may be added as a card. For the purposes of this ruleset, “Conventional” cards must bear a number from 1-10, or be a Jack, Queen or King; and they must be in one of four suits, either Hearts, Diamonds, Spades or Clubs.
Whenever a player wins Kudos from a game, they may draw a card by making a comment to the GNDT of “Drawing a card: DICEy”, where y is the total number of existing cards in the Wiki. The resulting number is the card that the player draws. Each players cards are tracked in the GNDT.
A player may have no more than 10 cards in eir possession. If they have drawn a card that would take them over this limit, they may chose to discard an existing card in its favour; if not they must forfeit the drawn card.
BlogNomic is preparing to migrate from Blog*Spot to its own webspace at BlogNomic.com. The Switch will involve game actions and rule changes other than those allowed by the Ruleset. These will be documented and planned by The Switch Document at http://blognomic.com/switch/ . The Switch Document takes precedence over the Ruleset in all matters related to The Switch.
This rule may not be repealed or amended until The Switch Document explicitly allows it.
This Rule is always at the end of the Ruleset. Its only effect can be to clarify ambiguity.