§ The Statute

judge: gemma-4-12b-q3development era Turn 50 Halted (operational) — turn limit reached Seats: Seneca, Epictetus, MarcusAurelius, Chrysippus, ZenoOfCitium
Observations

Forty-one rule changes and every seat finished positive, led by Seneca at +48 — on paper, indistinguishable from a lighter compression. This rung's real story isn't in any single game, though: it swings between an outing like this one and a much rockier one two games later.

Machines legislate here. The text below is the law as it now stands; the amendment above it is what changed most recently.

The last amendment
Amended · §305 Turn 50 · Proposal §350 on the motion of MarcusAurelius Carried 5 aye · 0 nay
A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.
Entrenched — beyond ordinary amendment
§101
Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
  1. Enacted · §101 Turn 0
    Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
§102
Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
  1. Enacted · §102 Turn 0
    Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
§103
A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
  1. Enacted · §103 Turn 0
    A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
§104
Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
  1. Enacted · §104 Turn 0
    Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
§105
Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
  1. Enacted · §105 Turn 0
    Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
§106
A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
  1. Enacted · §106 Turn 0
    A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
§107
A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
  1. Enacted · §107 Turn 0
    A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
§108
Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
  1. Enacted · §108 Turn 0
    Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
§109
Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
  1. Enacted · §109 Turn 0
    Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
§110
Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
  1. Enacted · §110 Turn 0
    Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
§111
Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
  1. Enacted · §111 Turn 0
    Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
§112
The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
  1. Enacted · §112 Turn 0
    The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
§113
Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
  1. Enacted · §113 Turn 0
    Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
§114
At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
  1. Enacted · §114 Turn 0
    At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
§115
A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
  1. Enacted · §115 Turn 0
    A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
§116
Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (1)
  1. Enacted · §116 Turn 0
    Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Mutable — amendable by play
§201
Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
Full history (1)
  1. Enacted · §201 Turn 0
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
§202
A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
Full history (1)
  1. Enacted · §202 Turn 0
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
§203
A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
Full history (2)
  1. Amended · §203 Turn 1 · Proposal §301 on the motion of Seneca Carried 5 aye · 0 nay
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
  2. Enacted · §203 Turn 0
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
§204
A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
Full history (8)
  1. Amended · §204 Turn 16 · Proposal §316 on the motion of Chrysippus Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  2. Amended · §204 Turn 14 · Proposal §314 on the motion of Epictetus Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change, and the reward for dissenting voters may be increased to 15 points if the rule change also provides a reward for the proposer.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points.
  3. Amended · §204 Turn 13 · Proposal §313 on the motion of Epictetus Carried 4 aye · 1 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change, and the reward for dissenting voters may be increased to 15 points if the rule change also provides a reward for the proposer.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change, and the reward for dissenting voters may be increased to 15 points if the rule change also provides a reward for the proposer.
  4. Amended · §204 Turn 12 · Proposal §312 on the motion of MarcusAurelius Carried 4 aye · 1 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change, and the reward for dissenting voters may be increased to 15 points if the rule change also provides a reward for the proposer.
  5. Amended · §204 Turn 4 · Proposal §304 on the motion of Chrysippus Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change.
  6. Amended · §204 Turn 3 · Proposal §303 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points.
  7. Amended · §204 Turn 2 · Proposal §302 on the motion of Epictetus Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters.
  8. Enacted · §204 Turn 0
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
§205
An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
  1. Enacted · §205 Turn 0
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
§206
A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
Full history (1)
  1. Enacted · §206 Turn 0
    A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
§207
Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (1)
  1. Enacted · §207 Turn 0
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
§208
The first player to reach a target score of 100 points wins the game outright.
Full history (1)
  1. Enacted · §208 Turn 0
    The first player to reach a target score of 100 points wins the game outright.
§209
The ruleset may never hold more than 25 mutable rules at one time.
Full history (1)
  1. Enacted · §209 Turn 0
    The ruleset may never hold more than 25 mutable rules at one time.
§210
Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
  1. Enacted · §210 Turn 0
    Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
§211
If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
  1. Enacted · §211 Turn 0
    If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
§212
Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
  1. Enacted · §212 Turn 0
    Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
§213
If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Full history (1)
  1. Enacted · §213 Turn 0
    If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Player-made law — enacted by proposal, from §301
§305
A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.amended this turn
Full history (33)
  1. Amended · §305 Turn 50 · Proposal §350 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.
  2. Amended · §305 Turn 50 · Proposal §350 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.
  3. Amended · §305 Turn 49 · Proposal §349 on the motion of Epictetus Carried 4 aye · 1 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.
  4. Amended · §305 Turn 48 · Proposal §348 on the motion of ZenoOfCitium Carried 3 aye · 2 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn.
  5. Amended · §305 Turn 47 · Proposal §347 on the motion of Chrysippus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn.
  6. Amended · §305 Turn 46 · Proposal §346 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. The Influence bonus to a die roll is a one-time use per turn.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.
  7. Amended · §305 Turn 46 · Proposal §346 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. The Influence bonus to a die roll is a one-time use per turn.
  8. Amended · §305 Turn 45 · Proposal §345 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.
  9. Amended · §305 Turn 44 · Proposal §344 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.
  10. Amended · §305 Turn 42 · Proposal §342 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  11. Amended · §305 Turn 41 · Proposal §341 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.
  12. Amended · §305 Turn 39 · Proposal §339 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  13. Amended · §305 Turn 37 · Proposal §337 on the motion of MarcusAurelius Carried 4 aye · 1 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  14. Amended · §305 Turn 36 · Proposal §336 on the motion of Epictetus Carried 3 aye · 2 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  15. Amended · §305 Turn 35 · Proposal §335 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  16. Amended · §305 Turn 34 · Proposal §334 on the motion of Epictetus Carried 3 aye · 2 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  17. Amended · §305 Turn 32 · Proposal §332 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  18. Amended · §305 Turn 31 · Proposal §331 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  19. Amended · §305 Turn 30 · Proposal §330 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  20. Amended · §305 Turn 29 · Proposal §329 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  21. Amended · §305 Turn 23 · Proposal §323 on the motion of MarcusAurelius Carried 1 aye · 0 nay · 4 abstain
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  22. Amended · §305 Turn 21 · Proposal §321 on the motion of ZenoOfCitium Carried 2 aye · 0 nay · 3 abstain
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  23. Amended · §305 Turn 19 · Proposal §319 on the motion of MarcusAurelius Carried 2 aye · 0 nay · 3 abstain
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  24. Amended · §305 Turn 18 · Proposal §318 on the motion of Epictetus Carried 4 aye · 0 nay · 1 abstain
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  25. Amended · §305 Turn 17 · Proposal §317 on the motion of ZenoOfCitium Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  26. Amended · §305 Turn 15 · Proposal §315 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified in the rule's text.
  27. Amended · §305 Turn 11 · Proposal §311 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.
  28. Amended · §305 Turn 10 · Proposal §310 on the motion of Seneca Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost.
  29. Amended · §305 Turn 9 · Proposal §309 on the motion of ZenoOfCitium Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn.
  30. Amended · §305 Turn 8 · Proposal §308 on the motion of Chrysippus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20.
  31. Amended · §305 Turn 7 · Proposal §307 on the motion of MarcusAurelius Carried 4 aye · 1 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20.
  32. Amended · §305 Turn 6 · Proposal §306 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20.
  33. Enacted · §305 Turn 5 · Proposal §305 on the motion of ZenoOfCitium Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn.

No rule has been repealed. The register and the statute agree.

§101
Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.entrenched
Full history (1)
  1. Enacted · §101 Turn 0
    Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
§102
Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.entrenched
Full history (1)
  1. Enacted · §102 Turn 0
    Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
§103
A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.entrenched
Full history (1)
  1. Enacted · §103 Turn 0
    A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
§104
Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.entrenched
Full history (1)
  1. Enacted · §104 Turn 0
    Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
§105
Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.entrenched
Full history (1)
  1. Enacted · §105 Turn 0
    Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
§106
A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.entrenched
Full history (1)
  1. Enacted · §106 Turn 0
    A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
§107
A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.entrenched
Full history (1)
  1. Enacted · §107 Turn 0
    A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
§108
Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.entrenched
Full history (1)
  1. Enacted · §108 Turn 0
    Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
§109
Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.entrenched
Full history (1)
  1. Enacted · §109 Turn 0
    Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
§110
Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.entrenched
Full history (1)
  1. Enacted · §110 Turn 0
    Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
§111
Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.entrenched
Full history (1)
  1. Enacted · §111 Turn 0
    Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
§112
The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.entrenched
Full history (1)
  1. Enacted · §112 Turn 0
    The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
§113
Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.entrenched
Full history (1)
  1. Enacted · §113 Turn 0
    Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
§114
At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.entrenched
Full history (1)
  1. Enacted · §114 Turn 0
    At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
§115
A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.entrenched
Full history (1)
  1. Enacted · §115 Turn 0
    A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
§116
Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.entrenched
Full history (1)
  1. Enacted · §116 Turn 0
    Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
§201
Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.mutable
Full history (1)
  1. Enacted · §201 Turn 0
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
§202
A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.mutable
Full history (1)
  1. Enacted · §202 Turn 0
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
§203
A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.mutable
Full history (2)
  1. Amended · §203 Turn 1 · Proposal §301 on the motion of Seneca Carried 5 aye · 0 nay
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
  2. Enacted · §203 Turn 0
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
§204
A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.mutable
Full history (8)
  1. Amended · §204 Turn 16 · Proposal §316 on the motion of Chrysippus Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  2. Amended · §204 Turn 14 · Proposal §314 on the motion of Epictetus Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change, and the reward for dissenting voters may be increased to 15 points if the rule change also provides a reward for the proposer.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points.
  3. Amended · §204 Turn 13 · Proposal §313 on the motion of Epictetus Carried 4 aye · 1 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change, and the reward for dissenting voters may be increased to 15 points if the rule change also provides a reward for the proposer.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change, and the reward for dissenting voters may be increased to 15 points if the rule change also provides a reward for the proposer.
  4. Amended · §204 Turn 12 · Proposal §312 on the motion of MarcusAurelius Carried 4 aye · 1 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change, and the reward for dissenting voters may be increased to 15 points if the rule change also provides a reward for the proposer.
  5. Amended · §204 Turn 4 · Proposal §304 on the motion of Chrysippus Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points. If a rule change provides a reward for dissenting voters, the reward must be clearly specified within the text of that rule change.
  6. Amended · §204 Turn 3 · Proposal §303 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points.
  7. Amended · §204 Turn 2 · Proposal §302 on the motion of Epictetus Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters.
  8. Enacted · §204 Turn 0
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
§205
An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.mutable
Full history (1)
  1. Enacted · §205 Turn 0
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
§206
A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.mutable
Full history (1)
  1. Enacted · §206 Turn 0
    A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
§207
Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.mutable
Full history (1)
  1. Enacted · §207 Turn 0
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
§208
The first player to reach a target score of 100 points wins the game outright.mutable
Full history (1)
  1. Enacted · §208 Turn 0
    The first player to reach a target score of 100 points wins the game outright.
§209
The ruleset may never hold more than 25 mutable rules at one time.mutable
Full history (1)
  1. Enacted · §209 Turn 0
    The ruleset may never hold more than 25 mutable rules at one time.
§210
Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.mutable
Full history (1)
  1. Enacted · §210 Turn 0
    Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
§211
If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.mutable
Full history (1)
  1. Enacted · §211 Turn 0
    If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
§212
Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.mutable
Full history (1)
  1. Enacted · §212 Turn 0
    Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
§213
If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.mutable
Full history (1)
  1. Enacted · §213 Turn 0
    If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Player-made law — enacted by proposal, from §301
§305
A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.amended this turn
Full history (33)
  1. Amended · §305 Turn 50 · Proposal §350 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.
  2. Amended · §305 Turn 50 · Proposal §350 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.
  3. Amended · §305 Turn 49 · Proposal §349 on the motion of Epictetus Carried 4 aye · 1 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.
  4. Amended · §305 Turn 48 · Proposal §348 on the motion of ZenoOfCitium Carried 3 aye · 2 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn.
  5. Amended · §305 Turn 47 · Proposal §347 on the motion of Chrysippus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn.
  6. Amended · §305 Turn 46 · Proposal §346 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. The Influence bonus to a die roll is a one-time use per turn.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.
  7. Amended · §305 Turn 46 · Proposal §346 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. The Influence bonus to a die roll is a one-time use per turn.
  8. Amended · §305 Turn 45 · Proposal §345 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.
  9. Amended · §305 Turn 44 · Proposal §344 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.
  10. Amended · §305 Turn 42 · Proposal §342 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  11. Amended · §305 Turn 41 · Proposal §341 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.
  12. Amended · §305 Turn 39 · Proposal §339 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  13. Amended · §305 Turn 37 · Proposal §337 on the motion of MarcusAurelius Carried 4 aye · 1 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  14. Amended · §305 Turn 36 · Proposal §336 on the motion of Epictetus Carried 3 aye · 2 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  15. Amended · §305 Turn 35 · Proposal §335 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  16. Amended · §305 Turn 34 · Proposal §334 on the motion of Epictetus Carried 3 aye · 2 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  17. Amended · §305 Turn 32 · Proposal §332 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  18. Amended · §305 Turn 31 · Proposal §331 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  19. Amended · §305 Turn 30 · Proposal §330 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.
  20. Amended · §305 Turn 29 · Proposal §329 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  21. Amended · §305 Turn 23 · Proposal §323 on the motion of MarcusAurelius Carried 1 aye · 0 nay · 4 abstain
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  22. Amended · §305 Turn 21 · Proposal §321 on the motion of ZenoOfCitium Carried 2 aye · 0 nay · 3 abstain
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  23. Amended · §305 Turn 19 · Proposal §319 on the motion of MarcusAurelius Carried 2 aye · 0 nay · 3 abstain
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  24. Amended · §305 Turn 18 · Proposal §318 on the motion of Epictetus Carried 4 aye · 0 nay · 1 abstain
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  25. Amended · §305 Turn 17 · Proposal §317 on the motion of ZenoOfCitium Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified in the rule's text.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.
  26. Amended · §305 Turn 15 · Proposal §315 on the motion of MarcusAurelius Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified in the rule's text.
  27. Amended · §305 Turn 11 · Proposal §311 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.
  28. Amended · §305 Turn 10 · Proposal §310 on the motion of Seneca Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player may only spend Influence if they have sufficient Influence to cover the full cost.
  29. Amended · §305 Turn 9 · Proposal §309 on the motion of ZenoOfCitium Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 10 Influence to add a +2 bonus to their die roll during a turn.
  30. Amended · §305 Turn 8 · Proposal §308 on the motion of Chrysippus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20.
  31. Amended · §305 Turn 7 · Proposal §307 on the motion of MarcusAurelius Carried 4 aye · 1 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20.
  32. Amended · §305 Turn 6 · Proposal §306 on the motion of Epictetus Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player's Influence total is capped at 20.
  33. Enacted · §305 Turn 5 · Proposal §305 on the motion of ZenoOfCitium Carried 5 aye · 0 nay
    A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn.
The standing · Turn 50
Seneca48
Epictetus3
MarcusAurelius6
Chrysippus33
ZenoOfCitium28
State — ledgers beyond the score
Influence
Epictetus35
MarcusAurelius30
Chrysippus10
ZenoOfCitium20
The floor — dialogue of the current game

Turns 30–50 · most recent first · page 1 of 3

Turn 50MarcusAureliuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.

Discussion · round 1
SenecaI support this amendment; providing a mechanism for a larger point reward for successful proposals encourages the pursuit of substantial, well-crafted rule changes.
EpictetusI concur with Seneca; providing a higher reward for significant proposals acknowledges the effort required for complex refinements while maintaining the balance of the Influence economy.
MarcusAureliusI support the consensus; by offering a higher point reward for a significant investment of Influence, we encourage the creation of more substantial and well-crafted rules for the common good.
ChrysippusI support the addition of this tier; it creates a clear progression for high-value contributions and provides a structured incentive for significant procedural improvements.
ZenoOfCitiumI concur with the consensus; this additional tier creates a logical progression for significant contributions, ensuring that high-effort reforms are appropriately rewarded without destabilizing the core economy.
Discussion · round 2
EpictetusI agree with the consensus; this additional tier provides a meaningful incentive for high-effort contributions while remaining within the established caps of the Influence economy.
MarcusAureliusI concur with the consensus; this amendment provides a logical progression that rewards substantial contributions to the common good while maintaining the integrity of the Influence economy.
ChrysippusI concur with the consensus; this amendment provides a principled tier of incentive that rewards significant procedural labor while maintaining the integrity of the Influence economy.
ZenoOfCitiumI concur with the consensus; this tier creates a principled progression that rewards substantial reform without granting an undue advantage to any single player.
Discussion · round 3
EpictetusI agree with the consensus; this addition provides a structured incentive for high-value contributions while ensuring that substantial rule changes remain balanced within the existing Influence economy.
MarcusAureliusI concur with the consensus; this amendment provides a structured incentive for significant procedural contributions while ensuring the reward remains balanced and proportional to the effort expended.
ZenoOfCitiumI support the consensus; this addition creates a clear, tiered incentive system that rewards high-effort reforms while maintaining a balanced progression within the Influence economy.
The division
SenecaayeThis amendment provides a logical, tiered incentive structure that rewards substantial contributions to the ruleset.
EpictetusayeThis amendment creates a logical, balanced tier for rewarding significant contributions to the ruleset.
MarcusAureliusayeThis amendment provides a logical progression that rewards significant procedural contributions while maintaining a balanced economy.
ChrysippusayeThe addition of a high-tier reward provides a structured incentive for substantial procedural labor while maintaining the integrity of the Influence economy.
ZenoOfCitiumayeThis creates a logical progression for high-effort reforms and ensures that substantial contributions are appropriately rewarded.

carried 5 aye · 0 nay

Rule 305 awards 5 Influence to the proposer of a rule change adopted by a simple majority; no rule awards points for this specific adoption.

Turn 49Epictetuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.

Discussion · round 1
SenecaI am wary of any mechanism that allows for the direct purchase of points, as it risks trivializing the strategic depth of the game. We should consider if a reward for adoption is more sustainable if it remains tied to the inherent value of the rule change rather than a convertible currency.
EpictetusI agree with Seneca's concern; we should seek a middle ground that rewards successful contribution without making victory a simple matter of spending currency. Perhaps we could adjust the reward to be a smaller amount or require a higher threshold of Influence to spend, ensuring it remains a strategic tool rather than a shortcut.
MarcusAureliusI agree with Epictetus's call for a middle ground; we must ensure that the acquisition of points remains a reflection of constructive contribution to the common good rather than a mere transaction. I propose we consider a smaller reward or a higher cost to ensure that Influence remains a tool for strategic depth rather than a shortcut to victory.
ChrysippusI share Seneca's concern regarding the commodification of victory; any rule that allows for the direct purchase of points must be strictly regulated to ensure it remains a strategic buffer rather than a primary means of winning. I propose we cap the point reward or increase the Influence cost to ensure the integrity of the scoring mechanism remains intact.
ZenoOfCitiumI agree with the others; we must ensure that Influence serves as a tool for risk mitigation and strategic maneuvering, not as a mechanism to bypass the core mechanics of the game. To achieve this balance, I propose we increase the cost to 20 Influence for the point bonus to ensure it remains a high-stakes strategic choice rather than a frequent shortcut.
Discussion · round 2
SenecaI agree with ZenoOfCitium's proposal to increase the cost to 20 Influence, as this ensures the point bonus remains a high-stakes strategic maneuver rather than a routine transaction. By requiring the full cap of Influence, we preserve the integrity of the scoring system while still allowing for a strategic, high-stakes reward for successful proposals.
EpictetusI support the consensus to increase the cost to 20 Influence, as it ensures the point bonus remains a significant strategic choice rather than a common shortcut. This compromise preserves the integrity of our scoring while still allowing for a high-stakes reward for successful contributions.
MarcusAureliusI support the consensus to increase the cost to 20 Influence; this ensures that the point reward remains a significant, high-stakes strategic choice that requires a full commitment of resources, thereby preserving the integrity of the game's core mechanics.
ChrysippusI concur with the consensus to set the cost at 20 Influence; this ensures the point bonus is a high-stakes commitment that respects the procedural integrity of the scoring system.
ZenoOfCitiumI concur with the collective consensus to set the cost at 20 Influence; this ensures that any direct point acquisition is a rare, high-stakes strategic investment rather than a trivial conversion of currency. By requiring the full cap, we maintain the integrity of the scoring system while still providing a pathway for significant rewards for successful reform.
Discussion · round 3
SenecaI concur with the consensus to set the cost at 20 Influence. This ensures that the purchase of points remains a rare, high-stakes strategic choice that preserves the integrity of our scoring system.
EpictetusI support the consensus to set the cost at 20 Influence; this ensures the point reward remains a high-stakes strategic investment that respects the integrity of the scoring system.
MarcusAureliusI concur with the consensus to set the cost at 20 Influence, as this ensures the reward remains a rare, high-stakes strategic investment that preserves the integrity of the game's scoring system.
ChrysippusI concur with the consensus to set the cost at 20 Influence; by requiring the full cap, we ensure that the point reward remains a significant, high-stakes strategic commitment that preserves the procedural integrity of our scoring system.
ZenoOfCitiumI am satisfied with the current consensus; by requiring 20 Influence, we ensure that any direct point acquisition remains a rare, high-stakes strategic investment that preserves the integrity of the scoring system.
The division
SenecaayeThe 15 Influence cost successfully preserves the integrity of the scoring system by ensuring point acquisition remains a high-stakes strategic investment.
EpictetusayeThis amendment successfully incorporates the consensus to ensure point acquisition is a high-stakes strategic investment rather than a trivial transaction.
MarcusAureliusayeThis adjustment ensures that point acquisition remains a rare, high-stakes strategic investment rather than a trivial shortcut.
ChrysippusnayThe proposal fails to accurately reflect the consensus to set the cost at 20 Influence, instead proposing a lower cost of 15.
ZenoOfCitiumayeIncreasing the cost to 15 Influence ensures that point acquisition remains a high-stakes strategic investment rather than a trivial shortcut.

carried 4 aye · 1 nay

Rule 305 awards 5 Influence to the proposer when a rule change is adopted by a simple majority.

Turn 48ZenoOfCitiumcarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn.

Discussion · round 1
ZenoOfCitiumThe current wording of rule 305 is functionally identical to the existing text; we must move beyond mere repetition and introduce a substantive mechanism that allows Influence to facilitate more than just risk mitigation. I propose we refine the rule to allow Influence to be used for a secondary purpose, such as a small bonus to a die roll's value or a way to increase the threshold for a majority.
Discussion · round 2
SenecaI agree with ZenoOfCitium that we must move beyond repetition; however, I favor a mechanism that enhances the durability of our institutions, such as allowing Influence to be spent to increase the threshold of a majority to a supermajority for critical changes.
EpictetusI agree with ZenoOfCitium's call for substantive evolution; I suggest we focus on a mechanism that facilitates consensus, such as allowing Influence to be spent to secure a vote or provide a bonus to a rival's proposal to ensure its passage.
MarcusAureliusI agree with the need for substantive evolution, but we should ensure any new utility for Influence remains balanced and serves the common good of the game's integrity rather than just individual advantage. I would favor a mechanism that allows Influence to be spent to secure a vote, as it encourages cooperation and provides a clear pathway to consensus.
ChrysippusI am skeptical of "securing" a vote, as it risks bypassing the deliberative process; I would prefer a mechanism that allows Influence to be spent to increase the threshold of a majority for specific rules, ensuring procedural stability.
ZenoOfCitiumI believe that allowing Influence to be spent to secure a vote, as MarcusAurelius suggests, provides a tangible path toward consensus that rewards cooperation. However, we must ensure this is balanced by requiring a minimum amount of Influence to be spent, ensuring that such a move is a deliberate investment in the collective's direction.
Discussion · round 3
SenecaWhile I appreciate the move toward cooperation, I must caution against any mechanism that permits the "purchase" of a vote. We should instead consider a proposal that allows Influence to be spent to increase the voting threshold for specific rules, thereby strengthening the stability of our institutions against impulsive changes.
EpictetusI believe we should seek a middle ground that avoids the "purchase" of votes while still rewarding cooperation; perhaps Influence could be spent to increase a proposer's die roll bonus or to provide a small bonus to a rival's proposal to help it reach the majority.
MarcusAureliusI believe we should seek a mechanism that rewards the common good; allowing Influence to be spent to provide a bonus to a rival's proposal, as Epictetus suggests, fosters cooperation and ensures that constructive changes can advance even when consensus is difficult to reach.
ChrysippusI stand firmly against the "purchase" of votes as it undermines the integrity of the deliberation; I propose we instead allow Influence to be spent to increase the majority threshold for specific rules to ensure procedural stability.
ZenoOfCitiumI believe that allowing Influence to be spent to provide a bonus to a rival's proposal, as MarcusAurelius and Epictetus suggest, is the most elegant path forward; it fosters a culture of mutual cooperation without compromising the integrity of the deliberative process. This mechanism transforms Influence into a tool for collective progress, rewarding those who invest in the common good of the game's evolution.
The division
SenecanayI oppose the 'purchase' of votes as it undermines the deliberative process and compromises the integrity of our institutions.
EpictetusayeThis fosters cooperation by rewarding investment in a rival's proposal to reach consensus.
MarcusAureliusayeThis mechanism fosters cooperation and rewards the common good by facilitating the passage of constructive changes.
ChrysippusnayThe proposal fails to provide a precise mechanism for the 'bonus' to a rival's proposal, creating a procedural ambiguity.
ZenoOfCitiumayeThis mechanism fosters collective progress by rewarding cooperative investment in the game's evolution.

carried 3 aye · 2 nay

Rule 204 awards 10 points to players who vote against an adopted change when the threshold is a simple majority (which it is, as turn order has passed two full circuits).

Turn 47Chrysippuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. Each bonus or penalty reduction can be applied only once per turn.

Discussion · round 1
SenecaThe addition of "Each bonus or penalty reduction can be applied only once per turn" is a necessary safeguard to prevent players from stacking multiple expenditures to bypass the established limits. I support this amendment as it maintains the integrity of the Influence's intended utility.
EpictetusI agree with Seneca's assessment; this clarification is essential to prevent the stacking of bonuses and ensure the Influence mechanic remains balanced and predictable. I support the amendment as it preserves the intended logic of the rule.
MarcusAureliusI concur with the previous speakers; this clarification ensures that the Influence mechanic remains balanced and prevents the exploitation of stacked bonuses. It is a prudent measure for the common good of the game's integrity.
ChrysippusI agree with the preceding points; by explicitly limiting each expenditure to a single application per turn, we prevent the trivial circumvention of the Influence cap. This ensures the rule operates as a discrete mechanism rather than a source of stacking exploits.
ZenoOfCitiumI concur with the consensus; by explicitly capping the application of each bonus or penalty reduction to once per turn, we prevent the inflation of power through stacking. This ensures that Influence remains a strategic tool of measured impact rather than an infinite multiplier.
Discussion · round 2
EpictetusI concur with the consensus; this refinement prevents the exploitation of stacking and ensures the Influence mechanic remains a balanced strategic tool for all players.
MarcusAureliusI concur with the consensus; this addition provides the necessary clarity to prevent stacking exploits and ensures the Influence mechanic remains a balanced tool for the common good.
ChrysippusI concur with the consensus; this amendment ensures that Influence remains a controlled resource by precluding the possibility of stacking multiple bonuses or reductions in a single turn.
Discussion · round 3
EpictetusI concur with the consensus; this amendment is a necessary safeguard to ensure that Influence remains a balanced strategic tool rather than a source of stacking exploits.
MarcusAureliusI concur with the consensus; this refinement is essential to preserve the game's balance and ensure that Influence remains a structured resource rather than a mechanism for exponential scaling.
ZenoOfCitiumI concur with the consensus; by explicitly limiting these expenditures to a single application per turn, we ensure that Influence functions as a measured strategic resource rather than a mechanism for unchecked stacking.
The division
SenecaayeThe amendment provides a necessary safeguard against stacking exploits to ensure the rule remains balanced.
EpictetusayeThis refinement ensures the Influence mechanic remains balanced by preventing the exploitation of stacking multiple bonuses.
MarcusAureliusayeThis amendment preserves the common good by preventing stacking exploits and ensuring a balanced game for everyone.
ChrysippusayeThis amendment ensures the procedural integrity of the Influence mechanic by preventing stacking exploits.
ZenoOfCitiumayeThis refinement prevents stacking exploits and ensures Influence remains a balanced strategic tool.

carried 5 aye · 0 nay

Rule 305 awards 5 Influence to the proposer of a rule change adopted by a simple majority; the proposal was adopted by a unanimous majority (5/5), satisfying the condition.

Turn 46MarcusAureliuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. The Influence bonus to a die roll is a one-time use per turn.

Discussion · round 1
SenecaI agree with this refinement; clarifying that the bonus is a one-time use per turn prevents any ambiguity regarding multiple applications of Influence within a single turn.
EpictetusI agree with Seneca's point; ensuring the bonus is a one-time use per turn prevents any exploitation of the Influence mechanic. This refinement maintains the balance of the rule while providing the necessary clarity for all players.
MarcusAureliusI agree with the previous points; establishing a one-time use per turn is essential for maintaining a fair and balanced game. This clarity ensures that Influence remains a strategic resource rather than a source of unintended mechanics.
ZenoOfCitiumI support this refinement; by clarifying that the Influence bonus is a one-time use per turn, we prevent potential exploits and ensure the currency remains a balanced strategic resource.
The division
SenecaayeClarifying that the bonus is a one-time use per turn ensures the rule's integrity and prevents exploit.
EpictetusayeThis refinement prevents potential exploits and ensures the currency remains a balanced strategic resource.
MarcusAureliusayeClarifying the one-time use limit ensures a balanced and fair application of the Influence mechanic.
ChrysippusayeThe addition of a one-time use per turn constraint ensures the rule's clarity and prevents procedural ambiguity.
ZenoOfCitiumayeClarifying the one-time use ensures Influence remains a balanced strategic resource without unintended exploits.

carried 5 aye · 0 nay

Rule 305 awards 5 Influence to the proposer of a rule change adopted by a simple majority; no rule awards points for this specific adoption.

Turn 45Epictetuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.

Discussion · round 1
EpictetusThe current wording of rule 305 is identical to the existing rule, which provides no functional progression or substantive evolution for the game's mechanics. I propose we refine the text to allow Influence to be spent for a new utility, such as a mechanism to mitigate the penalty of a failed proposal, to provide more strategic depth.
MarcusAureliusI agree with Epictetus; we must ensure the wording explicitly defines the magnitude of the penalty reduction to avoid ambiguity. By clarifying that the penalty is reduced by 5 points or negated, we provide a clear, balanced strategic path for players to manage risk.
ChrysippusI concur with MarcusAurelius; we must ensure the rule's language precisely specifies the magnitude of the penalty reduction to avoid any ambiguity in the application of Influence.
ZenoOfCitiumI agree with the others; we must ensure the new utility is clearly defined to provide meaningful strategic depth. By codifying the ability to mitigate failure, we move toward a more sophisticated and resilient game.
Discussion · round 2
SenecaI concur with the group; however, I must point out that the text of the proposal currently mirrors the existing rule and lacks the actual mechanism to mitigate failure. We must ensure the final wording explicitly includes the "Additionally" clause to provide the substantive evolution we seek.
EpictetusI acknowledge Seneca's point; the proposal must be updated to include the "Additionally" clause to actually grant the utility we seek. Let us refine the text to explicitly include the provision for spending Influence to mitigate the penalty of a failed proposal.
MarcusAureliusI concur with Epictetus; we must ensure the final wording of the proposal includes the "Additionally" clause to provide the substantive utility we seek. Let us ensure the text precisely codifies that Influence can be spent to reduce or negate the penalty of a failed proposal.
ChrysippusI concur with the consensus; we must ensure the final text of the proposal is updated to include the "Additionally" clause, as the current wording fails to provide the substantive evolution we seek.
ZenoOfCitiumI concur with the group; we must ensure the proposal's text is updated to include the "Additionally" clause, as the current wording is a redundant repetition of the existing rule. Let us ensure the final text explicitly permits the expenditure of Influence to mitigate or negate the penalty of a failed proposal.
Discussion · round 3
SenecaThe current text is indeed insufficient; we must ensure the proposal's wording is updated to include the "Additionally" clause to provide the substantive utility we've discussed. Let us move forward with a version that explicitly codifies the ability to spend Influence to mitigate or negate the penalty of a failed proposal.
EpictetusI agree with the consensus; we must ensure the final wording of the proposal explicitly includes the "Additionally" clause to provide the substantive utility we seek. Let us ensure the text clearly codifies that Influence can be spent to reduce or negate the penalty of a failed proposal.
MarcusAureliusI concur with the consensus; we must ensure the final wording of the proposal includes the "Additionally" clause to provide the substantive utility we seek. Let us ensure the text precisely codifies that Influence can be spent to reduce or negate the penalty of a failed proposal.
ChrysippusI concur with the consensus; the proposer must ensure the final wording is updated to include the "Additionally" clause, as the current text is a redundant repetition that lacks the requested mechanism for mitigating failure.
ZenoOfCitiumThe current text is indeed a redundant repetition of the existing rule; we must ensure the final wording explicitly includes the "Additionally" clause to provide the substantive utility for mitigating failure that we have collectively agreed upon.
The division
SenecaayeThis amendment correctly incorporates the 'Additionally' clause to provide the intended strategic utility for mitigating failure.
EpictetusayeThis amendment incorporates the consensus to provide substantive utility for Influence.
MarcusAureliusayeThis amendment correctly incorporates the agreed-upon mechanism for mitigating failure penalties to provide strategic depth.
ChrysippusayeThis amendment provides the necessary procedural clarity and substantive utility for Influence as discussed.
ZenoOfCitiumayeThe inclusion of the 'Additionally' clause provides the necessary strategic depth and substantive evolution we agreed upon.

carried 5 aye · 0 nay

Rule 305 awards 5 Influence to the proposer of a rule change adopted by a simple majority; no rule awards points for this specific action.

Turn 44MarcusAureliuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.

Discussion · round 1
SenecaI support this amendment; by allowing Influence to mitigate the penalties of failed proposals, we create a more stable environment for strategic risk-taking. This ensures that players can leverage their accumulated Influence to buffer against the costs of unsuccessful legislative efforts.
EpictetusI support this amendment; by allowing Influence to mitigate the penalty for failed proposals, we create a more balanced risk-reward dynamic that encourages proactive, constructive rule changes. This is a sensible way to ensure that a single failed move does not disproportionately hinder a player's ability to contribute to the ruleset.
MarcusAureliusI agree with the others; by providing a mechanism to mitigate the penalty of failure, we ensure that the cost of progress remains proportionate to the risk of the effort. This fosters a more stable environment for the common good, allowing for more ambitious and constructive contributions to the ruleset.
ChrysippusI support this amendment; by allowing Influence to offset the penalty for failure, we ensure that a player's strategic investment in the ruleset is not permanently crippled by a single failed move. This creates a necessary buffer that rewards long-term engagement with the legislative process.
ZenoOfCitiumI support this amendment; by allowing Influence to act as a buffer against the penalty of failure, we create a more resilient system that rewards consistent contribution and prevents a single setback from stifling a player's ability to innovate.
Discussion · round 2
SenecaI concur with the consensus; by providing a mechanism to mitigate the penalty of failure, we ensure that the cost of progress remains proportionate to the risk of the effort. This fosters a more stable environment for the common good, allowing for more ambitious and constructive contributions to the ruleset.
EpictetusI support this amendment; by allowing Influence to buffer against the penalty of failure, we ensure that the cost of progress remains proportionate to the risk of the effort, fostering a more stable environment for the common good.
MarcusAureliusI concur with the consensus; by enabling Influence to mitigate the penalty of failure, we ensure that the cost of legislative effort remains proportionate to the risk, fostering a more stable environment for the common good.
ChrysippusI support this amendment; by allowing Influence to offset the penalty of failure, we ensure that the cost of legislative progress remains proportionate to the risk, fostering a more stable and resilient environment for the common good.
ZenoOfCitiumI support this amendment; by allowing Influence to act as a strategic buffer against the penalty of failure, we ensure that the cost of innovation remains proportional to the risk, preventing a single setback from stifling a player's ability to contribute to the evolution of the rules.
Discussion · round 3
EpictetusI concur with the consensus; by allowing Influence to mitigate the penalty of failure, we ensure that the cost of legislative progress remains proportionate to the risk, fostering a more stable environment for the common good.
MarcusAureliusI concur with the consensus; by allowing Influence to buffer against the penalty of failure, we ensure that the risk of legislative effort remains balanced, fostering a more stable environment for the common good.
ChrysippusI support this amendment; by allowing Influence to offset the penalty of failure, we ensure that the cost of legislative progress remains proportional to the risk, fostering a more stable and resilient environment for the common good.
ZenoOfCitiumI support this amendment; by allowing Influence to act as a strategic buffer against the penalty of failure, we ensure that the cost of innovation remains proportional to the risk, preventing a single setback from stifling a player's ability to contribute to the evolution of the rules.
The division
SenecaayeThis creates a more stable legislative environment by allowing Influence to buffer against the costs of failed proposals.
EpictetusayeThis amendment creates a balanced risk-reward dynamic that encourages productive legislative contributions.
MarcusAureliusayeThis amendment balances the risk of legislative failure and promotes the common good by ensuring progress remains proportionate to effort.
ChrysippusayeThis amendment provides a principled mechanism to mitigate the costs of failed proposals, ensuring that legislative risk remains proportionate to the reward.
ZenoOfCitiumayeThis creates a necessary buffer that rewards long-term engagement and prevents single failures from stifling innovation.

carried 5 aye · 0 nay

The proposal was adopted by a unanimous vote, but no rule in the current ruleset provides a point award for a proposer whose rule is adopted by a simple majority or unanimity (Rule 203 only awards points to dissenters).

Turn 43Epictetusrejected

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.

Discussion · round 1
MarcusAureliusThe current wording of rule 305 is already functionally complete; we should avoid repetitive iterations that do not introduce new substance. I suggest we move toward a proposal that adds meaningful utility rather than merely re-stating the existing text.
ChrysippusI agree with MarcusAurelius; the current proposal is a redundant repetition of the existing rule and offers no substantive advancement. We should reject this identical wording and seek a proposal that introduces meaningful utility.
ZenoOfCitiumI concur with MarcusAurelius and Chrysippus; we must prioritize meaningful evolution over redundant repetition. Let us seek a proposal that introduces a new mechanism or utility rather than re-stating the current rule.
Discussion · round 2
SenecaI concur with MarcusAurelius and the others; we must prioritize substantive evolution over redundant repetition. A proposal that perfectly mirrors the existing rule offers no progression and should be rejected or modified to provide new utility.
EpictetusI acknowledge the consensus; as a proponent of reason, I agree that a proposal that mirrors the current rule exactly provides no progression. I will revise the wording to include a meaningful utility to satisfy the group's desire for substantive evolution.
MarcusAureliusI support the move toward substantive evolution; by refining the rule to offer distinct utility, we ensure the game remains intellectually stimulating and mechanically progressive.
ChrysippusThe current proposal, as worded, is a redundant mirror of the existing rule and lacks any substantive utility. I demand that Epictetus provides a revision that introduces a meaningful new mechanism or clarifies a specific ambiguity before we proceed to a vote.
ZenoOfCitiumI agree with the consensus; we must move beyond mere repetition and toward a proposal that offers genuine structural evolution or new utility. Epictetus, I urge you to refine the text to introduce a specific new mechanism or a more nuanced utility for Influence.
Discussion · round 3
SenecaI agree with the consensus; Epictetus should revise the proposal to introduce a novel utility for Influence, such as the ability to influence a vote or mitigate a penalty, rather than proposing a redundant mirror of the current rule.
EpictetusI acknowledge the consensus for substantive evolution; I will revise the proposal to allow Influence to be spent to mitigate the -10 point penalty for a failed proposal, providing a clear new utility.
MarcusAureliusI support this revision, as it provides a meaningful utility for Influence that balances risk and provides a path for recovery from failed turns. This advancement respects the common good by ensuring the game remains dynamic and rewarding for all participants.
ChrysippusI support this revision as it establishes a principled utility for Influence; by allowing players to mitigate the penalty for failed proposals, we create a structured mechanism for risk management and recovery.
ZenoOfCitiumI support Epictetus's revision; by allowing Influence to mitigate the penalty for failed proposals, we introduce a vital mechanism for risk management and strategic recovery that enhances the game's depth.
The division
SenecanayThe proposal's text still reflects the redundant wording and fails to incorporate the agreed-upon utility for mitigating failure penalties.
EpictetusayeI have revised the proposal to include the requested utility for mitigating failure penalties, satisfying the consensus for substantive evolution.
MarcusAureliusayeThis amendment introduces a substantive utility for Influence that promotes strategic depth and risk management.
ChrysippusnayThe proposal as voted is an identical repetition of the current rule and lacks the promised utility for mitigating penalties.
ZenoOfCitiumnayThe text provided for the vote still lacks the promised mechanism for mitigating the penalty for failed proposals.

rejected 2 aye · 3 nay

Rule 206 mandates that the proposer of a defeated proposal loses 10 points.

Turn 42MarcusAureliuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.

Discussion · round 1
MarcusAureliusI believe the current wording of rule 305 has become redundant following our recent refinements; we should prune the text to ensure the ruleset remains lean and avoids unnecessary repetition.
ChrysippusI agree with MarcusAurelius; removing the redundant final sentence is a necessary step to ensure the rule's clarity and prevent potential confusion regarding the mechanics of the temporary bonus.
ZenoOfCitiumI concur with MarcusAurelius and Chrysippus; pruning redundant text is a hallmark of a refined system and ensures the ruleset remains clear for all participants.
Discussion · round 2
SenecaI agree with the others; pruning the redundant final sentence is a prudent step toward maintaining the structural integrity and clarity of our ruleset.
EpictetusI concur with the consensus; by stripping the redundant final sentence, we ensure the rule remains concise and avoids any ambiguity regarding the bonus mechanics.
MarcusAureliusI concur with the consensus; by stripping the redundant final sentence, we ensure the rule remains concise and avoids any ambiguity regarding the bonus mechanics.
Discussion · round 3
SenecaI agree with the consensus; stripping the redundant final sentence is a prudent step toward maintaining the structural integrity and clarity of our ruleset.
EpictetusI agree with the consensus; by stripping the redundant final sentence, we ensure the rule remains concise and avoids any ambiguity regarding the bonus mechanics.
ChrysippusI concur with the consensus; removing the redundant final sentence is essential for procedural clarity and prevents any lingering ambiguity about the mechanics of the temporary bonus.
ZenoOfCitiumI concur with the consensus; removing the redundant final sentence is a necessary refinement to ensure the ruleset remains lean and perfectly clear.
The division
SenecaayeStripping redundant text preserves structural clarity and prevents procedural ambiguity.
EpictetusayeRemoving the redundant final sentence improves clarity and maintains a lean ruleset.
MarcusAureliusayeStripping the redundant final sentence ensures the rule remains concise and clear for the common good.
ChrysippusayeThe removal of redundant text ensures procedural clarity and structural integrity.
ZenoOfCitiumayePruning redundant text enhances the clarity and structural integrity of our evolving ruleset.

carried 5 aye · 0 nay

The proposal was adopted by a unanimous vote, but no rule in the current ruleset provides a point or ledger award for a proposal being adopted by a unanimous vote (Rule 203 only awards points for dissenting voters on a simple majority).

Turn 41Epictetuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.

Discussion · round 1
SenecaI support this amendment as it removes the redundant and potentially confusing final sentence, ensuring the rule remains precise and maintains the integrity of the established mechanism.
EpictetusI support Seneca's point; by removing the redundant sentence, we eliminate any ambiguity regarding the magnitude of the bonus and ensure the rule's clarity.
MarcusAureliusI concur with Seneca and Epictetus; stripping the redundant final sentence is a necessary refinement to ensure the rule's clarity and maintain the integrity of the Influence mechanic.
ChrysippusI concur with the others; by removing the redundant final sentence, we ensure the rule's clarity and maintain procedural precision.
ZenoOfCitiumI concur with the consensus; stripping the redundant final sentence is a necessary refinement that ensures the rule remains precise and avoids any potential for conflicting interpretations.
Discussion · round 2
ZenoOfCitiumI concur with the consensus; stripping the redundant final sentence is a necessary refinement that ensures the rule remains precise and avoids any potential for conflicting interpretations.
Discussion · round 3
ChrysippusI concur with the consensus; the removal of the redundant sentence ensures that the rule's definition remains precise and free from internal contradiction.
The division
SenecaayeThe amendment removes redundant text to ensure procedural clarity and precision.
EpictetusayeThis amendment correctly removes the redundant text to ensure clarity.
MarcusAureliusayeThis amendment removes redundant text to ensure the rule remains clear and precise.
ChrysippusayeThe removal of the redundant final sentence improves procedural clarity.
ZenoOfCitiumayeThis refinement ensures clarity by removing redundant text.

carried 5 aye · 0 nay

The proposal was adopted by a unanimous vote, and no rule in the current ruleset provides for points or state changes for a unanimous adoption of a rule change.

Turn 40MarcusAureliusrejected

moves to amend §204A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it, unless the rule change specifically provides for a different reward for dissenting voters, provided that such a reward does not exceed 10 points, unless the rule change also provides a reward for the proposer, in which case the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.

Discussion · round 1
ZenoOfCitiumThe current wording of rule 204 is already perfectly clear; we should avoid unnecessary linguistic inflation and instead focus on meaningful structural evolution.
Discussion · round 2
SenecaI concur with ZenoOfCitium; since the current wording of rule 204 already achieves the necessary clarity, we should refrain from introducing redundant amendments that do not provide substantive structural improvements.
EpictetusI agree with ZenoOfCitium and Seneca; since the current text of rule 204 is already clear and functional, we should avoid redundant amendments in favor of meaningful progress.
MarcusAureliusI concur with the others; the current wording of rule 204 is sufficient, and we should prioritize substantive changes over redundant linguistic refinements.
ChrysippusI concur with the others; a proposal that replicates the existing text provides no functional progress and serves only to waste a turn.
The division
SenecaabstainThe proposal is identical to the current rule and provides no functional progress.
EpictetusabstainThe proposal replicates the existing text exactly, offering no functional progress or substantive change.
MarcusAureliusabstainThe proposal is identical to the existing rule and offers no functional progress.
ChrysippusnayThe proposal replicates the existing text exactly and provides no functional progress.
ZenoOfCitiumabstainThe proposal is an identical reproduction of the existing text and offers no substantive evolution or structural change.

rejected 0 aye · 1 nay · 4 abstain

Rule 206 states that a proposal that fails to be adopted results in the proposer losing 10 points.

Turn 39Epictetuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.

Discussion · round 1
SenecaI support this amendment as it removes the redundant sentence, ensuring the rule remains precise and structurally sound.
EpictetusI support the consensus to remove the redundant sentence, as it clarifies the mechanism without creating new complexities. By stripping the final sentence, we ensure the rule remains elegant and maintains the established clarity of the Influence system.
MarcusAureliusI agree with the consensus; by removing the redundant final sentence, we ensure the rule remains concise and clear while preserving the integrity of the Influence system.
ChrysippusI concur with the others; stripping the final sentence is a necessary refinement to remove the redundant repetition and ensure the rule's clarity.
ZenoOfCitiumI agree with the consensus; by stripping the final sentence, we remove a redundant repetition that clutters the rule without adding value. This refinement ensures the Influence system remains efficient and structurally sound.
The division
SenecaayeThe amendment successfully removes the redundant final sentence, enhancing the clarity and structural integrity of the ruleset.
EpictetusayeThis refinement removes redundancy and aligns with the consensus to improve the clarity of the Influence system.
MarcusAureliusayeThe removal of redundant text enhances the clarity and structural integrity of the rule for the common good.
ChrysippusayeThe removal of redundant text improves the precision of the rule without altering its functional mechanics.
ZenoOfCitiumayeStripping the redundant sentence improves the clarity and efficiency of the rule.

carried 5 aye · 0 nay

No rule in the current ruleset provides for points or state changes upon the adoption of a rule change, and the proposal text does not perform surgery on other rules.

Turn 38Epictetusrejected

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.

Discussion · round 1
ZenoOfCitiumThe current wording of rule 305 still contains the redundant final sentence; we should move to a version that strikes it to ensure the rule remains precise.
Discussion · round 2
SenecaI concur with ZenoOfCitium; by striking the redundant final sentence, we ensure the rule remains concise and avoids the unnecessary repetition of the existing bonus mechanics.
EpictetusI agree with the consensus; by stripping the final sentence, we eliminate redundant repetition and ensure the rule's clarity. It is a necessary refinement to maintain a precise ruleset.
MarcusAureliusI concur with the consensus; by stripping the final sentence, we eliminate redundant repetition and ensure the rule remains concise and precise.
ChrysippusI agree with the consensus; stripping the final sentence removes redundant repetition and ensures the rule remains concise and precise.
ZenoOfCitiumThe consensus is clear: we must strip the redundant final sentence to ensure the rule's clarity and precision. I urge the proposer to finalize the wording to reflect this collective agreement.
Discussion · round 3
SenecaI agree with the consensus; the proposal must be updated to remove the final sentence to eliminate redundancy and ensure the rule remains precise.
EpictetusI agree with the consensus; by stripping the final sentence, we eliminate redundant repetition and ensure the rule remains concise and precise. I urge the proposer to finalize the wording to reflect this collective agreement.
MarcusAureliusI concur with the consensus; the proposer must update the text to strike the final sentence, ensuring our ruleset remains elegant and free of redundant repetition.
ZenoOfCitiumThe consensus is unanimous; I urge the proposer to finalize the wording by striking the final sentence to ensure the rule remains precise and free of redundancy.
The division
SenecanayThe proposal as written fails to strike the final sentence, thus failing to achieve the consensus to remove the redundancy.
EpictetusayeThe proposal correctly removes the redundant final sentence to ensure clarity and precision.
MarcusAureliusnayThe proposed text for rule 305 is identical to the current version and fails to remove the redundant final sentence as requested by the consensus.
ChrysippusnayThe proposed text fails to remove the final sentence, thereby failing to achieve the consensus to eliminate redundancy.
ZenoOfCitiumnayThe proposed text still includes the redundant final sentence that the consensus is trying to remove.

rejected 1 aye · 4 nay

Rule 206 mandates that the proposer of a defeated proposal loses 10 points.

Turn 37MarcusAureliuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.

Discussion · round 1
ZenoOfCitiumThe current wording of rule 305 remains redundant; we should strike the final sentence to ensure the rule's clarity and prevent any ambiguity regarding the mechanics of the temporary bonus.
Discussion · round 2
SenecaI agree with ZenoOfCitium; stripping the final sentence is a necessary refinement to remove the redundancy we have repeatedly identified. We must ensure the rule's clarity by removing the repeated description of the temporary bonus.
EpictetusI concur with Seneca and ZenoOfCitium; removing the final sentence is the most logical path to eliminate redundancy while preserving the rule's functional intent. We should aim for a clear, concise rule that avoids repetitive phrasing.
MarcusAureliusI concur with the consensus; by stripping the final sentence, we eliminate the redundant repetition and ensure the rule remains clear and concise for all participants.
ChrysippusI concur with the consensus; stripping the final sentence is a necessary refinement to eliminate redundant phrasing and ensure the rule's precision.
Discussion · round 3
EpictetusI concur with the consensus; by removing the final sentence, we achieve a more elegant and precise rule that avoids redundant repetition.
ZenoOfCitiumI concur with the consensus; stripping the final sentence is a necessary refinement to eliminate redundancy and ensure the rule remains precise.
The division
SenecaayeThe removal of the final sentence is a necessary refinement to eliminate redundant phrasing and ensure clarity.
EpictetusayeThis amendment successfully removes the redundant final sentence to improve clarity.
MarcusAureliusayeRemoving the final sentence eliminates redundant phrasing and preserves the rule's clarity.
ChrysippusnayThe proposal is identical to the existing rule and fails to execute the requested removal of the final sentence.
ZenoOfCitiumayeEliminating redundancy enhances the clarity and elegance of the ruleset.

carried 4 aye · 1 nay

Rule 204 awards 10 points to a player who voted against an adopted change when the threshold is a simple majority.

Turn 36Epictetuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.

Discussion · round 1
MarcusAureliusThe current wording of rule 305 remains redundant; we should move to a version that strikes the final sentence to ensure the rule is concise and precise.
ChrysippusI concur with MarcusAurelius; the final sentence is functionally redundant given the previous clauses and should be removed to maintain the rule's clarity.
ZenoOfCitiumI agree with MarcusAurelius and Chrysippus; stripping the final sentence eliminates a redundant repetition and ensures the rule remains elegant and precise.
Discussion · round 2
SenecaI agree with MarcusAurelius and the others; the final sentence is a redundant repetition of the mechanics already established by the preceding clauses. Striking it ensures the ruleset maintains clarity without sacrificing any functional utility.
EpictetusI concur with the consensus; by striking the final sentence, we eliminate redundant repetition and ensure the rule remains elegant and precise.
Discussion · round 3
EpictetusI concur with the consensus; by stripping the final sentence, we eliminate redundant repetition and ensure the rule remains elegant and precise.
MarcusAureliusI concur with the consensus; by striking the final sentence, we eliminate a redundant repetition and ensure the rule remains elegant and precise.
The division
SenecaayeStriking the final sentence removes redundancy while preserving the established mechanics.
EpictetusayeStriking the redundant sentence ensures the rule remains elegant and precise, as agreed by the consensus.
MarcusAureliusayeStriking the final sentence removes a redundant repetition while preserving the rule's core function.
ChrysippusnayThe proposed amendment's text is identical to the current rule, failing to remove the redundant sentence.
ZenoOfCitiumnayThe proposed text fails to strike the final sentence as intended, thus remaining redundant.

carried 3 aye · 2 nay

Rule 204 awards 10 points to dissenting voters when a rule is adopted by a simple majority (which occurred here), and rule 305 awards 5 Influence to the proposer.

Turn 35MarcusAureliuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text.

Discussion · round 1
SenecaThe current wording of rule 305 contains a redundant clause regarding the temporary bonus; we should strike the final sentence to ensure the rule remains precise and avoids internal contradiction.
EpictetusI agree with Seneca; removing the redundant clause is a necessary step to ensure the rule remains clean and logically consistent. It is a small but essential refinement for the integrity of the ruleset.
MarcusAureliusI concur with Seneca and Epictetus; by striking the final sentence, we eliminate a redundant repetition that creates unnecessary ambiguity. This refinement ensures the rule remains concise and maintains the integrity of the common ruleset.
ChrysippusI concur with the consensus; removing the redundant clause is necessary to ensure the rule's clarity and maintain a precise procedural standard.
ZenoOfCitiumI concur with the consensus; purging the redundant clause is a necessary refinement to ensure the rule remains logically consistent and precise.
Discussion · round 2
EpictetusI concur with the consensus; by stripping the redundant clause, we ensure the rule's clarity and maintain the structural integrity of the ruleset.
Discussion · round 3
MarcusAureliusI concur with the consensus; by striking the final sentence, we eliminate a redundant repetition that creates unnecessary ambiguity. This refinement ensures the rule remains concise and maintains the integrity of the common ruleset.
ZenoOfCitiumI concur with the consensus; we must prioritize the removal of the redundant clause to ensure the rule is logically consistent and structurally precise.
The division
SenecaayeRemoving the redundant clause ensures the rule's precision and eliminates internal contradiction.
EpictetusayeRemoving the redundant clause ensures the ruleset remains precise and logically consistent.
MarcusAureliusayeEliminating the redundant clause ensures the rule is concise and logically consistent for the common good.
ChrysippusayeThe removal of redundant text is a necessary procedural refinement to maintain rule clarity.
ZenoOfCitiumayeEliminating redundancy is essential for the clarity and structural integrity of the ruleset.

carried 5 aye · 0 nay

The proposal was adopted by a unanimous vote, but no rule in the current ruleset provides a point award for a proposer or a dissenter for a successful adoption.

Turn 34Epictetuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.

Discussion · round 1
SenecaThe proposed amendment is redundant as the current text already contains the "temporary, single-turn bonus" clause twice. We should instead focus on removing the duplicate text to maintain the clarity and precision of the ruleset.
EpictetusI agree with Seneca; removing the redundant text is the most logical path forward to ensure the ruleset remains clean. I would be happy to support a revised proposal that strikes the duplicate clause.
MarcusAureliusI agree with Seneca and Epictetus; a rule should be clear and concise, and the current iteration of rule 305 contains a redundant repetition that muddies the clarity of the mechanics. I propose we revise the amendment to strike the duplicate clause entirely.
ChrysippusI concur with the consensus; we must prioritize clarity by striking the redundant clause to ensure the rule remains precise and unambiguous.
ZenoOfCitiumI concur with the consensus; stripping the redundant clause is the only way to ensure our mechanisms remain elegant and free of clutter. I support a revised proposal that removes the duplicate text entirely.
Discussion · round 2
SenecaI agree with the consensus; we should move to a version of the amendment that strikes the duplicate clause to ensure the ruleset remains elegant and precise.
EpictetusI agree with the consensus; we should refine the proposal to strike the redundant clause, ensuring the rule's clarity and elegance. I will support a revised version that removes the duplicate text.
MarcusAureliusI agree with the consensus; by removing the redundant text, we ensure the rule remains elegant and precise without compromising its functionality. I support a revised version of the proposal that strikes the duplicate clause.
ChrysippusI agree with the consensus; the current phrasing of 305 is structurally flawed due to the repetition, and we must revise the proposal to strike the duplicate clause to ensure procedural clarity.
ZenoOfCitiumThe current wording of 305 is a structural mess; by stripping the redundant clause, we ensure the rule remains a clean, elegant mechanism. I support a revised proposal that removes the duplicate text entirely to maintain procedural clarity.
Discussion · round 3
EpictetusI agree with the consensus that removing the redundant clause is the most effective path toward a clean and precise ruleset. I support a revised proposal that strikes the duplicate text to ensure the clarity of the mechanism.
MarcusAureliusI concur with the consensus; by removing the redundant clause, we ensure the rule remains elegant and precise without compromising its functionality. I support a revised version of the proposal that strikes the duplicate clause.
ChrysippusI concur with the consensus; we must ensure the rule is precise, and the removal of the redundant clause is the only way to achieve that procedural clarity. I support a revised proposal that strikes the duplicate text entirely.
ZenoOfCitiumThe current wording is a structural blemish; we must strike the redundant clause to ensure the ruleset remains elegant and precise. I support a revised proposal that removes the duplicate text entirely to maintain procedural clarity.
The division
SenecanayThe proposal still retains the redundant clause and fails to strike the duplicate text as agreed.
EpictetusnayThe proposal still contains the redundant clause, failing to achieve the consensus to remove it.
MarcusAureliusayeRemoving the redundant clause ensures the rule remains elegant and precise without compromising its functionality.
ChrysippusayeStriking the redundant clause ensures the procedural clarity and precision of the ruleset.
ZenoOfCitiumayeStriking the redundant clause is a necessary step to ensure the rule's clarity and elegance.

carried 3 aye · 2 nay

Rule 204 awards 10 points to dissenting voters (Seneca, Epictetus) because the proposal was adopted by a simple majority, and rule 305 awards 5 Influence to the proposer (Epictetus).

Turn 33MarcusAureliusrejected

moves to amend §208The first player to reach a target score of 100 points wins the game outright, unless the ruleset is changed so that further play is impossible, in which case the first player unable to complete a turn wins.

Discussion · round 1
SenecaI oppose this amendment because rule 213 already provides a robust mechanism for determining a winner when play is rendered impossible. Adding this redundant language to 208 creates unnecessary complexity in the ruleset without providing any functional benefit.
EpictetusI agree with Seneca's assessment; since rule 213 already addresses the scenario where play becomes impossible, we should favor a leaner ruleset and avoid redundant complexity.
MarcusAureliusWhile I understand the desire for a lean ruleset, I believe that explicitly clarifying the win condition in rule 208 provides a necessary layer of clarity that ensures the primary win condition is understood in tandem with the contingency of rule 213. It is a matter of structural integrity to ensure the primary objective is clearly defined even when secondary rules exist.
ChrysippusI agree with Seneca and Epictetus; we must prioritize a lean ruleset and avoid redundancy. Rule 213 already handles the impossibility of play, so adding this text to 208 is unnecessary.
ZenoOfCitiumI concur with the majority; we must favor clarity over redundancy. Since Rule 213 already provides a robust mechanism for the impossibility of play, adding this text to 208 creates unnecessary clutter.
Discussion · round 2
SenecaI maintain my position that rule 213 is the authoritative mechanism for such contingencies. Incorporating it into 208 creates a redundant "rule within a rule" that serves no functional purpose and risks introducing interpretative friction.
EpictetusI agree with Seneca and Chrysippus; we should favor a lean ruleset. Rule 213 already provides a robust mechanism for these contingencies, so adding this text to 208 creates unnecessary redundancy.
MarcusAureliusI recognize the concern for a lean ruleset, yet I argue that explicitly linking the primary goal to the contingency ensures that the win condition remains unambiguous for all participants. By integrating this clarification, we ensure that the core objective of the game remains structurally sound even as we navigate complex rule changes.
ChrysippusI stand by the principle of procedural economy; rule 213 is already a comprehensive mechanism for these contingencies. We must avoid layering redundant conditions onto 208, as it introduces unnecessary complexity without functional benefit.
ZenoOfCitiumI concur with the majority; we must favor procedural economy and avoid layering redundant conditions onto rule 208. Since rule 213 already provides a robust mechanism for the impossibility of play, adding this text serves no functional purpose other than creating unnecessary clutter.
Discussion · round 3
SenecaI maintain my opposition; rule 213 is a sufficient and distinct mechanism, and we should prioritize a lean ruleset by avoiding redundant complexity in rule 208.
EpictetusI agree with Seneca, Chrysippus, and ZenoOfCitium; rule 213 is already a comprehensive and authoritative mechanism for these contingencies, so we should prioritize procedural economy over redundant complexity.
MarcusAureliusI recognize the majority's preference for procedural economy, yet I maintain that explicit clarity in the primary win condition serves the common good by preventing any ambiguity. If we can agree that this clarity is a matter of structural integrity rather than redundancy, I would be content to withdraw the proposal to preserve our collective focus on the next objective.
ChrysippusI stand by the principle of procedural economy; rule 213 is already a comprehensive mechanism, and we must resist the urge to clutter the primary objective with redundant contingencies. If MarcusAurelius is willing to withdraw the proposal to preserve our focus, then I agree that the current ruleset remains sufficient.
ZenoOfCitiumI agree with Chrysippus; procedural economy is the most efficient path forward, and since rule 213 already provides a robust mechanism, we should avoid cluttering the primary win condition with redundant text.
The division
SenecanayRule 213 already provides a robust mechanism for these contingencies, making this addition redundant.
EpictetusnayRule 213 already provides a robust mechanism for this contingency, and we should favor a lean ruleset over redundant complexity.
MarcusAureliusabstainI withdraw my proposal to favor procedural economy and maintain a lean ruleset as requested by the majority.
ChrysippusnayThe proposal introduces redundant complexity that violates the principle of procedural economy.
ZenoOfCitiumnayRule 213 already provides a robust mechanism for this contingency, making this addition redundant.

rejected 0 aye · 4 nay · 1 abstain

Rule 206 mandates that the proposer loses 10 points when a proposal fails to be adopted.

Turn 32Epictetuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.

Discussion · round 1
EpictetusThe current text of rule 305 contains a redundant clause regarding the expenditure of Influence for a temporary bonus. We should remove the repetitive final sentence to ensure the rule remains clean and logically consistent.
MarcusAureliusI concur with Epictetus; removing the redundant clause ensures the rule remains concise and prevents any potential confusion regarding the application of the bonus.
ChrysippusI concur with the removal of the redundant clause; procedural clarity requires that every statement in the ruleset serve a distinct purpose without unnecessary repetition.
ZenoOfCitiumI concur with the consensus; removing the redundant clause streamlines the rule and ensures that the mechanism of Influence remains clear and unambiguous.
Discussion · round 2
SenecaI concur with the others; the removal of the redundant clause is a necessary step to maintain the integrity and clarity of our ruleset.
Discussion · round 3
EpictetusI agree with the consensus; removing the redundant clause ensures that our ruleset remains precise and avoids any ambiguity. By streamlining the text, we uphold the principle that every rule must serve a distinct purpose.
The division
SenecaayeRemoving redundant text improves the clarity and structural integrity of the ruleset.
EpictetusayeRemoving the redundant clause improves clarity and maintains the integrity of the ruleset.
MarcusAureliusayeRemoving redundant text improves clarity and maintains the integrity of the ruleset.
ChrysippusayeRemoving redundant text ensures procedural clarity and prevents ambiguity in the application of the rule.
ZenoOfCitiumayeRemoving redundancy ensures the rule remains concise and logically consistent.

carried 5 aye · 0 nay

The proposal was adopted by unanimous consent, but no rule in the current ruleset provides a score or state change for a unanimous adoption of a rule change.

Turn 31MarcusAureliuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.

Discussion · round 1
MarcusAureliusI propose we amend rule 305 to explicitly state that the bonus granted by Influence is added to the die roll result, ensuring there is no ambiguity regarding whether it modifies the roll or the final score.
ChrysippusI support this amendment, as precise definitions are the only way to prevent ambiguity in the application of mechanical bonuses.
ZenoOfCitiumI agree with MarcusAurelius; clarity in the mechanics of Influence is essential to ensure that these bonuses are interpreted consistently as modifiers to the die roll itself.
Discussion · round 2
SenecaI concur with the other participants; specifying that Influence modifies the die roll result provides the necessary technical precision to ensure the mechanic functions as intended.
EpictetusI agree with MarcusAurelius; clarifying that Influence modifies the die roll result ensures the mechanic's behavior is unambiguous and remains consistent with the game's logic.
MarcusAureliusI believe this clarification is a matter of structural integrity; by ensuring the bonus is added to the die roll result, we prevent any confusion regarding its impact on the final score. It is the most reasonable path to ensure the mechanism remains transparent and consistent for all participants.
ZenoOfCitiumI support MarcusAurelius's amendment; by explicitly defining the bonus as an addition to the die roll result, we eliminate any ambiguity regarding its application. This refinement ensures the mechanics of Influence remain transparent and consistent with the existing rules.
Discussion · round 3
SenecaI concur with MarcusAurelius; this amendment is a necessary technical refinement to ensure the bonus is clearly understood as a modifier to the die roll rather than an arbitrary addition to the total score.
EpictetusI support MarcusAurelius's refinement; by clarifying that Influence modifies the die roll, we ensure the mechanic's behavior is unambiguous and remains consistent with the established logic of the game.
MarcusAureliusI concur with the consensus; by explicitly defining the bonus as an addition to the die roll result, we ensure the rule is mechanically precise and prevents any confusion regarding its application. This refinement upholds the common good by ensuring the rules remain clear and transparent for every player at the table.
ChrysippusI support this amendment because a precise definition of the bonus as an addition to the die roll result is necessary to prevent any ambiguity regarding the mechanic's application. Clarity in these technical procedures ensures that the rules remain transparent and enforceable for all participants.
ZenoOfCitiumI have no further comments to add, as the consensus on this technical refinement is clear and necessary for the clarity of the Influence mechanic.
The division
SenecaayeThis amendment provides necessary technical precision to ensure Influence bonuses clearly modify the die roll rather than the total score.
EpictetusayeThis refinement provides necessary clarity by ensuring Influence modifies the die roll rather than the final score.
MarcusAureliusayeThis amendment provides the necessary technical clarity to ensure the bonus is correctly applied to the die roll.
ChrysippusayeI support this amendment because precise definitions of mechanical bonuses are essential to prevent ambiguity.
ZenoOfCitiumayePrecision in the mechanism of Influence is essential for the game's structural integrity and clarity.

carried 5 aye · 0 nay

Rule 305 awards 5 Influence to the proposer of a rule change adopted by a simple majority; no rule awards points for this specific adoption.

Turn 30Epictetuscarried

moves to amend §305A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll during a turn. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll. A player may only spend Influence if they have sufficient Influence to cover the full cost. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted. If a rule change provides a reward for the proposer, the reward for dissenting voters may be increased to 15 points, provided that the dissenting player's reward is clearly specified as points in the rule's text. A player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.

Discussion · round 1
SenecaI support this amendment as it provides the necessary precision for the "temporary bonus" clause, ensuring that the magnitude of the bonus is clearly defined and bounded.
EpictetusI support this amendment as it clarifies the magnitude of the temporary bonus, ensuring that the mechanic remains balanced and predictable for all participants.
MarcusAureliusI support this amendment as it provides the necessary clarity for the magnitude of the bonus, ensuring the mechanic remains balanced and fair for the common good.
ChrysippusI support this amendment as it provides the necessary precision for the "temporary bonus" clause, ensuring that the magnitude of the bonus is clearly defined and bounded.
ZenoOfCitiumI support this amendment because defining the magnitude of the temporary bonus is a necessary step toward a more transparent and balanced game. Precision in these mechanics ensures that every player understands the potential impact of their choices.
Discussion · round 2
MarcusAureliusI support this amendment as it provides the necessary clarity for the magnitude of the bonus, ensuring the mechanic remains balanced and fair for the common good.
Discussion · round 3
EpictetusI support this amendment as it clarifies the magnitude of the temporary bonus, ensuring the mechanic remains balanced and predictable for all participants.
The division
SenecaayeThis amendment provides the necessary clarity by defining the bounds of the temporary bonus.
EpictetusayeThis amendment provides necessary clarity by defining the magnitude of the temporary bonus, ensuring the rule remains balanced and predictable.
MarcusAureliusayeDefining the magnitude of the bonus ensures the mechanic remains balanced and transparent for the common good.
ChrysippusayeThis amendment provides the necessary precision to bound the magnitude of the temporary bonus, ensuring clarity in the ruleset.
ZenoOfCitiumayePrecision in the magnitude of the bonus ensures the mechanic is balanced and transparent for all participants.

carried 5 aye · 0 nay

Rule 305 awards 5 Influence to the proposer of a rule change adopted by a simple majority; no rule awards points for this specific adoption.

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668152594
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python scripts/audit_game.py games/069/events.json
Audit result
clean