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Saturday, August 06, 2005

Proposal: The end of all Uprisings

Change the text of rule 12 to say:
Game rules have no effect outside of the Game Instance they are in.


Repeal rule 13 as it is now obsolete.

Add a new GNDT field labeled "Game data" that will accept both numbers and letters. This can be used to track game data without needing more and more fields.

Tick Passed 10-0. Reached quorum, enacted by Excalabur at 16:23 on the 10th of August.

Proposal: Impatience

Let's make it easy for Players to get out of a Game that is stuck, for whatever reason.

In rule 10, after the line, "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.", add:-
If 24 hours have passed since the last action took place in a Game instance, that instance is considered Stalled and Players may stop playing without the loss of any Kudos.


Tick Passed 9-0, reached quorum. Enacted by Excalabur on the 10th of August at 16:20.

Encesantiams goes idle

Even if I spelt that wrong.

Quorum drops to 8.

Proposal: Are today's games too violent?

Add to the list of games in rule 10:
Scrabbliator (2-12)
"Roman Characters battle to the death!"

Starting with the final Player to respond to the Starting Post and proceeding in reverse order to the first, each Player adds a comment with a selection of two Letters that haven't yet been selected in this instance of the Game. One of these Letters must be designated as eir Attack Letter and the other as eir Defense Letter.

The Letters have a Power associated with them corresponding to the Scrabble value of that letter (A-1, B-3, C-3, D-2, E-1, F-4, G-2, H-4, I-1, J-8, K-5, L-1, M-3, N-1, O-1, P-3, Q-10, R-1, S-1, T-1, U-1, V-4, W-w, X-8, Y-4, Z-10).

After the setup is done, with every official post which isn't authored by a Scrabbliator Player, a round of the Game is resolved:

1. Count the occurances of each Attack and Defense Letter in the title of the official post, after stripping out the stock required text, such as "Proposal".

2. Every Scrabbliator Player takes 1 Wound for each occurance of an Attack Letter multiplied by its Power, except for the Player who selected that Letter.

3. Every Scrabbliator Player then reduces the number of Wounds e took, by the number of occurances of eir Defense Letter, multiplied by its Power.

4. Players who have taken a net positive amount of Wounds in the round, Die and quit the game, without a penalty for Bad Sportmanship.

Rounds continue until there is one or fewer players of Scrabbliator left, at which point the game Ends. If there is one player left, e is the Winner and gets an additional bonus of 1 Kudo for each player who died during that instance of Scrabbliator.


Tick Passed 11-0, reached quorum. Enacted by Excalabur, the 10th of August at 16:15.

Proposal: What this party needs...

is beer

Add 2 new GNDT fields: “Drink” and “% BAC”.

Add a new GNDT line: “Bar”

Set the attributes of “Bar” as follows: set Game to null, set Kudos to 0, set Drink to “6: Sam Adams Summer Ale (bottle), 10:Martini (martini glass)”, set % BAC to 0

Add a new Rule 14-Beverages

There is a bar at the party.

The bevarages possessed by any player or the bar are tracked in the GNDT in a field named Drink. Entries in the Drink field are of the form of a list separated by commas. Entries are in the following form “#: Name (form)” where “#” is the number of bevarages of a particular kind that are in the possession of the player or bar “Name” is the type of bevarage and “form” is the nature of the vessel containing the bevarage. The possible forms are: bottle, highball, martini glass, shot glass, coconut. Players can not possess more than 2 drinks at a time.

If e is not playing a game, any player may at any time take any drink that is at the bar by decreasing the number in that drink’s entry in the Drink field of the bar by one and either:

(i) adding an entry of the form “1:Name (form)” to eir Drink field where “Name” and “form” are the same as those of the entry the number of which was decreased in the drink field of the bar, or

(ii) if there is already an entry of the form “#:Name (form)” in eir drink field where “Name” and “form” are the same as those of the entry the number of which was decreased in the drink field of the bar, increasing the number before that entry in eir own Drink field by 1

Any entry that begins with the number 0 may be deleted at any time.

The % BAC field tracks a player’s blood alcohol content. It is a value between 0.0 and 1.0. Any player may consume a beverage in eir possession at any time by reducing the number in the entry for that drink in eir drink field by 1 and adding 0.3 to their % BAC. A player may often subtract 0.1 from their % BAC. Players with % BAC levels higher than certain values suffer penalties:

% BAC greater than 0.1- Can not go on a beer run

% BAC greater than 0.3- Can not play games.

% BAC greater than 0.4- Can not vote except deferential.

% BAC greater than 0.5- Can not take any game action except subtracting from eir % BAC

Any player who is not playing a game as defined by rule 10 may go on a “beer run”. A player who wishes to go on a beer run must make a post to the front page of blognomic with the words “going on a beer run” in the title. A beer run lasts 12 hours. A player on a beer run may not make proposals, vote, or declare victory. At the end of a beer run, the player my add to the stock of the bar one of the following: 3 beverages of the form “coconut”, 6 beverages of the form “bottle”, 12 beverages of the form “highball”, 15 beverages of the form “martini glass” or 25 beverages of the form “shot glass”. All bevarages added to the bar after a beer run must have the same name, but the player who went on the beer run may choose that name. The names of players on beer run is tracked in the sidebar. Any player who adds to the stock of the bar when there are no beverages in the drinks field of the bar may add 5 to their Kudos

If at any time there is are no beverages in the bar’s drinks field, any player may force the player with the lowest Kudos who is able to go on a beer run, to go on a beer run, so long as no more than 2 other players are currently on a beer run, by making a post to the front page of blognomic with the words “[player] the bar is dry”, where [player] is the name of the player with the lowest Kudos. If players are tied for the lowest Kudos, the posting player may choose the name of any of the players with the lowest Kudos. Any player who is forced on beer run may add 7 to their Kudos when they return.


If a majority of the votes in favor of the proposal contain the word "nice", then the rule is enacted without the last paragraph.

This is the most complicated proposal I have ever made and I am sure there is something in here for everyone to hate, so if you vote against this, please tell me what would need to be changed in order for you to vote for it.



Tick Passed 4-3, with three abstentions. Enacted by Excalabur, 10th Aug. at 16:03.

Friday, August 05, 2005

Going on vacation.

Could somebody set me to idle?

I may return in September, when classes resume. Happy gaming.

Apparently I phrased it so that the content, not the title, has to say...

Starting a Game of Shootout

From the deep...

TrumanCapote arises from his century-long sleep. Fear! Fear the Quorum of 9!

Title

Would an admin be so kind as to awaken me from my slumber?

Proposal: Mornington Crescent

Add the following to the list of games:

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.

Tick Passed 8-6, reached quorum. Enacted by Excalabur, 16:44 on the 10th July.

Proposal: Maverick

If Proposal: Yes I know it means work fails, this automatically fails as well.

Add a new game:

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:

-Royal flush: An Ace-high straight flush.
-Straight flush: Five cards in sequence and of the same suit. Example: QD JD 10D 9D 8D Must consist of conventional cards.
-Four of a kind: A hand with four cards of the same rank. Example: 4S 4D 4H 4C 9H May alternatively contain 4 non-conventional cards with a uniting feature from the same source, e.g. 4 Monopoly Title Deeds
-Full house: A hand with three cards of one rank and two of another. Example: 8S 8D 8C KH KC May consist, wholly or partly, of sets with some common link from a non-conventional source e.g. 2 Earth cards from Magic The Gathering, 3 Gun cards from Risk, 2 members of the Bun the Baker family from Happy Families
-Flush: Five cards of the same suit. Example: KC JC 8C 4C 3C May consist of 5 non-conventional cards from the same source
-Straight: Five cards in sequence. (The ace can be considered higher than the king, or lower than the two.) Example: 5D 4H 3C 2D AD Can be supplemented with non-conventional cards, so long as they display the required number in a game-mechanic proscribed way
-Three of a kind: Three cards of the same rank. Example: 7S 7H 7C KD 2C May consist of 3 non-conventional cards from the same source
-Two pair: Two cards of one rank, two of another. Example: AS AD 8H 8C QC Can be supplemented with pairs of non-conventional cards from the same source
-One pair: Two cards of the same rank. Example: 9H 9C AS JC 4H May consist of 2 non-conventional cards from the same source
-No pair: Also known as a high card hand. The following example is considered "Ace high." Example: AD 10D 9C 5S 4S Non-conventional cards may never be the high card. If no conventional card is present then this hand automatically comes last.
-The Worst Hand In Existence, Ever: If a player has, after their second draw, a 2 of any suit and a receipt for a box of tampons, they must fold, but may gain 10 Kudos for having had the Worst Poker Hand Ever.


Tick Passed 8-0. Reached quorum. Enacted by Excalabur, 14:41 on the 10th of August.

Proposal: Yes I know it means work

Add a rule entitled Cards:

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.


Add a new GNDT field, entitled Cards.

Create pages named Card1 - Card55, inclusive. The pages should have the following values:

Card1-Card13: Ace-King Hearts
Card14-Card26: Ace-King Spades
Card27-Card39: Ace-King Diamonds
Card40-Card52: Ace-King Clubs
Card53: Joker
Card54:Bridge Rules
Card55: Receipt for Box of Tampons

Tick Passed 11-2, reached Quorum and timed out. Enacted by Rodney on the 9th of August at 4:48 GMT.

Proposal: Admin Rodney

Make Rodney an Admin.

I already have acess to the template and wiki, so it seems a bit odd that I'm not an Admin.

Tick Passed 11-0, reached Quorum (and then some). Enacted by smith, 9th of Month at 16:25.

Thursday, August 04, 2005

Proposal: Nomic Intra-Nomic Take Two

I hope this addresses some of the concerns you've given, but of course, if you have comments/suggestions please speak up.

If the "Rules are Rules" Proposal fails, this proposal has no effect, even if it passes.

Append the following text to "It's Only a Game":

No Game Rule, nor any action authorised by a Game Rule, may cause a Nomic Rule to be amended.

Add the following game to the list of games:

Nomic Intra-Nomic (3-12)

1. These are the rules of Nomic Intra-Nomic. Unless otherwise specified the term "the rules" or "these rules", when used in these rules, refers to the rules of Nomic Intra-Nomic, not Blognomic.

2. For the purposes of Nomic Intra-Nomic the term "Player" refers to any Blognomic player who is also playing Nomic Intra-Nomic.

3. Players may propose a change to these rules by posting eir proposal to the blog with the title "Nomic Intra-Nomic Proposal: A" where A is the title of the proposal. The term "proposal", when used in these rules, refers only to Nomic Intra-Nomic proposals, not Blognomic proposals.

4. Players may vote on a proposal in the normal fashion. The only valid votes are "Yea" and "Nay", all other votes count as an abstention. Players may change eir vote simply by voting again. Only a player's most recent vote is counted.

5. Quorum for the purposes of this game is two thirds of the players rounded down.

6. If a proposal has a quorum and a plurality of yea votes that proposal passes and these rules are changed accordingly, to the maximal extent permitted by the rules of both Nomic Intra-Nomic and Blognomic.

7. The changes described by rule 6 may be enacted by any Admin, regards of whether e is playing Nomic Intra-Nomic. Whenever an admin marks a proposal as enacted or failed e must report the following information on the proposal: the final tally of for to against votes, the time of enactment or failure, the identity of the enacting or failing admin.

8. A proposal automatically fails if it does not achieve quorum and plurality of yeas after one week of voting.

Cross Self failed. Failed by smith, 9th of August at 16:22.

Proposal: Shootout

Add the following to the list of games:

Shootout (5-20)

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.


I'm thinking of making a rule in which the other players in a game can kick a player out if e is being a jerk and not taking eir turn, or doing something else so that the game cannot progress.

Tick Passed 9-1 by Cayvie on August 5, 2005 at 20:02 GMT.

Proposal: Rules are Rules

I like the Nomic-Intra-Nomic idea, but first we need a bit of a firewall between Game rules and Nomic rules. Create a new rule entitled "Rules are Rules" which reads:


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 "Superseed All Game Rules".

Conjugation of the verb word Superseed (for example, to "Superseeds") does not affect the meaning of the phrase.

No Game Rule may contradict a Nomic Rule (or subset thereof) which Superseeds 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 Superseeds All Game Rules is illegal.

Rules 1 to 9, and Rule 99, and this Rule all Superseed All Game Rules.


Also, create a new rule entitled "It's Only a Game" which reads:


A Game Rule may not allow Players to declare victory, as set out in rule 9.

This Rule shall Superseed All Game Rules.


Tick Passed 13-0 by Brendan on August 5, 2005 at 14:10 GMT.

Proposal: Games take two

Add the following to the games list:

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.


Slots (1-1)

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.

Tick Passed 9-1 by Brendan on August 5, 2005 at 13:27 GMT.

Proposal: Nomic Intra-Nomic

Add the following game to the list of games.

Nomic Intra-Nomic (3-12)

1. These are the rules of Nomic Intra-Nomic.
2. Players may propose a change to these rules by posting eir proposal to the blog with the title "Nomic Intra-Nomic Proposal: A" where A is the title of the proposal.
3. Players may vote on a proposal in the normal fashion. The only valid votes are "Yea" and "Nay", all other votes count as an abstention. Players may change eir vote simply by voting again. Only a player's most recent vote is counted.
4. Quorum for the purposes of this game is two thirds of the players rounded down.
5. If a proposal has a quorum and a plurality of yea votes that proposal passes and these rules are changed accordingly.
6. Only the rules of Nomic Intra-Nomic can be changed by a Nomic Intra-Nomic proposal, other Blognomic rules cannot.
7. A Nomic Intra-Nomic proposal automatically fails if it does not achieve quorum and plurality of yeas after one week of voting.

(This is my first stab at an intra-nomic so please pick apart. I don't really expect this to pass as-is but I would love to hear your comments. :D)

TickSelf-killed by GazeboDude. Failed by Brendan on August 5, 2005 at 13:19 GMT.

Proposal: Avalon Hill

Add a rule called Piles of Games
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.
Create the GamePile wiki page.

Tick Passed 11-0, reached quorum. Passed by Brendan on August 4, 2005 at 17:05 GMT.

Wednesday, August 03, 2005

Proposal: Magicality

Add this game to the games list.

Magic: The Gathering (2)

Both players start with 20 life points at the beginning of the game, and thus, when the game starts, they set their value in the Life Points column to 20. Both players roll DICE20. Whoever's roll is lower, subtracts their roll value from the opposing player's roll, and subtracts the difference from their life points, and this process is repeated until one player loses all of their life points, marking them the loser. The winning player gains 5 kudos, and the loser loses 3 kudos. At the end of the game, both players set their life points to 0, to avoid confusion.

Add to the GNDT a column entitled "Life Points" and set all players default to 0.


Cross Self-Kill. Failed by Excalabur, 4/7/05 @ 07:36

Deidolitry

Brendan is back in the game. Woo!

Proposal: Concurrent Games

We need to keep track of multiple instances of the same game (not currently handled by the rules-to-be).

If the proposal "Snidey Whiplash" passed, add the following text to the rule "Games", just before the List of Games.


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.


Tick Passed 9-0, reached quorum. Passed by Excalabur, 4th of August at 7:34.

Proposal: Some games

Add the following games to the list, if it exists. Otherwise, this proposal shall fail automatically:

Luck-based old-school boardgame (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, rolls DICE1000. After each player has rolled DICE, 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 five kudos. In the event of a tie, all players concerned are subject to the same effects.

Slots (1-1)

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 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. If e does not have sufficient kudos, the player immediately goes idle, and may not be unidled for 72 hours. ( E has been taken away by the loan shark's goons.... ) Note that this game has no winner, so the player does not gain 5 Kudos automatically.

------
End list.

I'm trying to figure out how to add skill-based games.. or even strategic boardgames.
Would people be willing to involve boardgame sites in this madness?


Cross Self-Kill, failed by Excalabur at 01:40 on the 4th of August.

Proposal: Snidely Whiplash

Add to the ruleset a rule entitled "Games" with the following text:

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.

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)
Rules


Add a GNDT column entitled Games.
If Proposal: Snap! *Boom* has not passed, add a GNDT column entitled Kudos, and set each player's Kudos to 0.

Tick Passed 9-0. Enacted by Excalabur, 01:33 on the 4th of August.

Proposal: SNAP! *boom*

In as arrogant and un-humble a manner as you please, create a new rule, entitled Snap:

If at any time three players find themselves on an IRC, IM or other live communication channel, any of them may challenge either of the others to a game of Snap. These two are the Competitors; the third party agreeable to both Competitors becomes the Adjudicator.

In private message channels, each Competitor must type one of the words featured in the text of the most recent proposal on the BlogNomic front page. Once both competitors have done so, the Adjudicator must type the following, as one line, into a common channel:

:

Where and are the names of the Competitors, and and are the words they choose.

If the words are the same then either the first Competitor to type the word “SNAP” on the common channel wins the game. The Adjudicator’s decision in this matter is final; they must post to the BlogNomic blog with the results of the game. The winner gains 1 point of Kudos.

Each Player may play one game of Snap per day. They may adjudicate as many as they want.


Add a GNDT field called Kudos. Set each players Kudos to 0.


Cross Failed 1-8. Failed by Excalabur at 23:06 on the 3rd of August.

BlogNomic

GazeboDude ond orkboi both de-idled. Quorum reaches 8.

Ascension Address

This morning, you got up, ate your breakfast, hopefully brushed your teeth, and probably got ready to go to work, school, or whatever it is you do. While you were doing so, the mail thudded onto your mat.

Between the bills, circulars, bank statements and other rubbish was an unmarked envelope. Inside it was an invitation, and a set of directions to an address in Ealing, West London. There was probably a pair of plane tickets, as well, and a signed exemption from whatever it is you do from your boss, or headmaster, or parole officer, or whatever. Stick with me here.

You got on the plane, or possibly train, or maybe even just the #207 bus, and headed towards the address on the card. By curious coincidence, you all arrive at exactly the same time.

The door is open. Immediately inside is a dark stairway, leading down to the cellar.

You feel your way down, warily. At the bottom is a rough, wooden door. You push it open.

Fortunately, the room beyond is well-lit, as your growing expectations were both worrying and, it had to be said, quite predictable. In the centre of the room is a large, round table, covered in all sorts; the walls are stacked with shelves, most of which are laden with mouldering game boxes. At the opposite end of the table sits a guy.

“Hi,” he says, “I’m Josh. I was going to do a Western dynasty – y’know, Cowboys and Indians - but I realised we’ve done a lot of genre dynasties and, well, all I really want to do is just play a few games. So I thought I’d invite you guys all round and we would see what we could do.”

You cast your eye over the table.

“Unfortunately,” continues Josh, “this room had a bit of an accident, and everything’s been… well, see for yourself.”

The table is an utter mess. There are probably fifteen decks of cards – only five of which are conventional, and the rest consisting of Magic: The Gathering cards, the Chance and Community Chest cards from Monopoly, Tarot cards, soldier cards from Risk, question cards from Trivial Pursuits, even a few Pokemon CCG cards in the mix, and many more besides. There are hundreds of dice, of all colours, shapes and sizes – even a few Dragon Dice, which many of you wouldn’t have seen since TSP was bought out by Wizards years ago. There are chess pieces, Cluedo weapons, Warcraft miniatures and dominoes. And beneath all of those are the books – D&D, White Wolf and Noblis rulebooks, alternate rulesets for Risk, even a couple of Choose Your Own Adventure and Lone Wolf books. It is, quite simply, a stunning mess, and you can barely take it all in at once.

“Yeah,” said Josh, “there’s quite a lot. And I thought… well, yes, we could sort it all out. Or we could just cobble something together and see what happens. Your call, really.”

----

Change all examples of “Philosopher-King” to “GM.” Change all examples of “Disciple” to “Player”. Repeal rules 10-25.

Also, can someone less technologically inept than me change the colour schemes? Thanks!

Declaration of Victory

Disciple Josh, I thank you for your good work in bringing an end to the Republic. I have set all GNDT stats to 0 as rule 9 specifies, and therefore I am able to declare victory myself using rule 18, as all Aspects of the Republic are 0.

Call for Judgement

If this CFJ passes and either or both of the two previous CFJs pass then Josh's DoV will be reversed along with any actions dependant on it.

Call For Judgment: Changing rule 24

Josh made an illegal change to rule 24, for two reasons:

From rule 2: "For the purposes of rules other than 1 and 2, idle Disciples are not counted as Disciples", but rule 24 does not care whether Aaron is a Disciple or not, as it simply mentions him by name.

Even if you decide that for game purposes, a reference to "Aaron" is the same as a reference to "Disciple Aaron", we run into another problem, which we have already dealt with once. We specifically added a line to the glossary in reaction to somebody else's changing of rule 24, because of the vague "dinner time".

Any Disciple can spell better than a non-existing one, but since the spelling contest must happen at an undefined time, it cannot be resolved.

Therefore, if this Call for Judgment passes, rule 24 is reverted back to its state before Josh's change.

Call for Judgement

Josh's Declaration of Victory is illegal, as Aaron remains in the Gamestate although e is now a idle disiple rather than a normal one. Vote for if you agree and against if you don't.

Tuesday, August 02, 2005

Declaration of Victory

Under rule 24, I declare victory.


Tick 7 votes FOR. Declaration of victory is considered legal. Adminned by smith, 3rd of August at 13:43.


This can't be considered enacted until the CfJs are dealt with... thanks though :) -Josh
Actually it can. The state of CfJs only effect it when it would fail, not pass. Check rule 9 for proof.

Notice

I am changing Rule 24 to:

Josh may declare victory at any time. This rule supersedes all others.


As Aaron is idle, he no longer exists in the Gamestate, and thus I can spell better than him at any time, simply through my capacity to spell at all, as he does not exist.

Philosopher-King? What Philosopher-King?

Aaron, for whatever reason, has disappeared.

Hopefully he's okay; however, he's also idle....

Quorum remains at 7.

Thesis: Spelling Bee, Version 17

A Disciple with higher karma is said not to smell worse than any Disciple with lower karma, and as slovenliness is something all intelligent people despise, no one who smells worse than any Degenerate may Declare Victory. No Disciple's karma value may exceed the number of times the word "karma" appears in the ruleset, multiplied by 100. Karma is a signed integer defined as the product of a Disciple's attributes, less thrice the product of the pairwise absolute differences in eir attributes. Karma may only be recalculated on a Wednesday.

Thesis: Spelling Bee, Version 16

A Disciple with higher karma is said not to smell worse than any Disciple with lower karma, and as slovenliness is something all intelligent people despise, no one who smells worse than any Degenerate may Declare Victory. No Disciple's karma value may exceed the number of times the word "karma" appears in the ruleset, multiplied by 100. Karma is a signed integer defined as the sum of a Disciple's attributes, less thrice the sum of the pairwise absolute differences in eir attributes. Karma may only be recalculated on a Wednesday, but karma values must be accurate to be useable under any rule.

Thesis: Spelling Bee, Version 15

A Disciple with higher karma is said not to smell worse than any Disciple with lower karma, and as slovenliness is something all intelligent people despise, no one who smells worse than any Degenerate may Declare Victory. No Disciple's karma value may exceed the number of times the word "karma" appears in the ruleset, multiplied by 100. Karma is a signed integer defined as the sum of a Disciple's attributes, less thrice the sum of the pairwise absolute differences in eir attributes. Karma may only be recalculated on a Wednesday, but karma values must be accurate to be useable under any rule.

Monday, August 01, 2005

Thesis: Spelling Bee, Version 14

A Disciple with higher karma is said to smell worse than any Disciple with lower karma, and as slovenliness is something all intelligent people despise, no one who smells worse than any Degenerate may Declare Victory. No Disciple's karma value may exceed the number of times the word "karma" appears in the ruleset, multiplied by 100. Karma is a signed integer defined as the sum of a Disciple's attributes, less thrice the sum of the pairwise absolute differences in eir attributes. Karma may only be recalculated on a Wednesday, but karma values must be accurate to be useable under any rule. All the sentences in this ruleset, previous to this sentence, are not to be changed.

Debate: Chaos in Nomic

Some Dynasties of BlogNomic are quite orderly; others are not. Take the Zombie dynasty, for example. When the loophole in the bombing rule was found, players were lobbing bombs at each other willy-nilly. Until recently, I'd have argued that this was a fairly orderly Dynasty. However, recent events (I'm sure Combustable would agree) seem to indicate that it is teetering on the brink of chaos. With this in mind, I've been trying to define what exactly makes a Dynasty of Blognomic chaotic. Here's what I've come up with.

A Nomic can be said to be Chaotic when the following conditions are met:

1) More than one, and often a majority or all, of the players are able to repeatedly take actions that affect what actions other players are able to take.

2) There is no way, or a very limited way, of protecting oneself from the actions of other players.

3) Taking an action that affects another player's action is preferable to not doing so.

4) There is no way to predict what actions one will be able to take after a given period of time has expired.

So, this is my Initial Argument; that, firstly, there exists a definite distinction between an Orderly Dynasty and a Chaotic Dynasty, and, secondly, this definition I have given adequately outlines what a Chaotic Dynasty is.

Also, I just wanted to start a Debate.

Attention: Philosopher-King

Thou wilst become idle and oh-so-silly-looking if thou dost not vote before Tuesday.

Thou hast been warned.

Thesis: Spelling Bee, Version 13

A Disciple with higher karma is said to smell worse than any Disciple with lower karma, and as slovenliness is something all intelligent people despise, no one who smells worse than any Degenerate may Declare Victory. No Disciple's karma value may exceed the number of times the word "karma" appears in the ruleset, multiplied by 100. Karma is a signed integer defined as the sum of a Disciple's attributes, less thrice the sum of the pairwise absolute differences in eir attributes. Karma may only be recalculated on a Wednesday, but karma values must be accurate to be useable under any rule.

I'm not sure how to bold something that isnt there, so I took out the last sentance

Imminent Switch

Hey all,

Progress at blognomic.com has actually existed this week, and we're about ready to give it a trial run before we move the actual game over.

If you want to be part of a Beta-Test dynasty to run alongside this one, head on over there, sign up, and speak up. :)

(Just in case there's any confusion, this does NOT postpone, cancel, supplant, or otherwise affect this Dynasty. The actual game should continue unimpeded; this is just a parallel testy thingy.)

Sunday, July 31, 2005

Proposal: A New Life

I humbly submit that a Disciple who has reached bottom has nowhere left to go but up. Also, Degenerates need to have some more fun.

Add to the end of rule 11.1:-
If a Disciple has 0 in all Aspects, then eir Role is removed.
Add to the paragraph detailing the Idiot Degenerate Role, in rule 11.1:-
An Idiot is exempt from the requirement that eir text must be grammatically correct when passing a Hot Potato. In addition, the Idiot may make up to 2 modifications, using the defined methods, when passing a Potato. If a version of the Hot Potato made by an Idiot would expire and enter into the ruleset, it instead simply ceases to be in play and has no other effect.
Add to the paragraph detailing the Traitor Degenerate Role, in rule 11.1:-
A Traitor may announce in eir Proposal that it is a Clandestine Proposal. A Clandestine Proposal may only be voted on by Traitors, although it may be Vetoed just as a normal Proposal. Quorum for a Clandestine Proposal is equal to the number of Disciples whose Role is Traitor. 24 Hours after its posting, if a Clandestine Proposal has not reached Quorum, it automatically fails (in other words, it needs a unanimous Traitor FOR vote to pass).

Veto Vetoed.
Failed by Excalabur, 18:26 on the 3rd of July

So, anybody interested in going On Walkabout ?

potato...

If the pending potato gets into the rules, all hell will break loose. Somebody better make another potato post soon. And it can't be me, because I proposed the one before the previous one.

Thesis: Spelling Bee, Version 13

A Disciple with higher karma is said to smell worse than any Disciple with lower karma, and as slovenliness is something all intelligent people despise, no one who smells worse than any Degenerate may Declare Victory. No Disciple's karma value may exceed the number of times the word "karma" appears in the ruleset, multiplied by 100. Karma is a signed integer defined as the sum of a Disciple's attributes, less thrice the sum of the pairwise absolute differences in eir attributes. Karma may only be recalculated on a Wednesday, but karma values must be accurate to be useable under any rule. All the sentences in this ruleset, previous to this sentence, are not to be changed.

Proposal: Rule 25 Redux

I humbly submit that the rule 25 - The Pythagoreans, be changed, so that the instance of 50, be changed to 30, and the instance of often, be changed to occasionally.

I'm keeping it how it close to how it was, because the fact you can raise it or lower it with no penalty, in one burst, outweighs the smaller number.

Tick Proposal is illegal, as Combustable had two pending proposals when this was proposed -- Excalabur.

Proposal: Rule 25 - The pythagoreans

I humbly submit that the rule be changed, so that the instance of 50, be changed to 25, and the instance of often, be changed to occasionally.

Veto Vetoed. Failed by Excalabur, 18:20 on the 3rd of July.