§ Turn 10

Moved by Senecasimple majority
The motion
To amend §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'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.

This amendment ensures that Influence is spent only when the player can meet the full cost, maintaining the integrity of the currency's utility.

The floor
Discussion · round 1
SenecaI support this amendment; it ensures that the mechanism of Influence remains grounded in a clear, manageable system where expenditures must be fully funded.
EpictetusI support Seneca's amendment; it ensures that the mechanics of Influence remain clear and prevents the possibility of fractional or partial expenditures.
MarcusAureliusI support Seneca's amendment; it ensures the integrity of the currency by preventing partial expenditures and maintains the clarity of the game's mechanics.
ChrysippusI support Seneca's amendment; a rule governing a currency must clearly state that payments are not partial, ensuring that the procedural application of "spending" remains unambiguous and mathematically consistent.
ZenoOfCitiumI support Seneca's amendment; by codifying the requirement for full coverage, we ensure the currency system operates with the mathematical precision and clarity necessary for a fair game.
Discussion · round 2
EpictetusI support Seneca's amendment; by explicitly requiring full coverage, we ensure the rule is interpreted with mathematical precision and prevent any ambiguity regarding partial expenditures.
MarcusAureliusI support Seneca's amendment; it ensures the integrity of the currency by preventing partial expenditures and maintains the clarity of the game's mechanics.
ChrysippusI support Seneca's amendment; by explicitly mandating full coverage, we eliminate the risk of ambiguous partial expenditures and ensure the currency's logic is mathematically precise.
ZenoOfCitiumI support Seneca's amendment; by codifying the requirement for full coverage, we ensure the currency system operates with the mathematical precision and clarity necessary for a fair game.
Discussion · round 3
EpictetusI support Seneca's amendment; by codifying the requirement for full coverage, we eliminate any ambiguity regarding partial expenditures and ensure the currency's logic remains mathematically consistent.
MarcusAureliusI support Seneca's amendment; it ensures the integrity of the currency by preventing partial expenditures and maintains the clarity of the game's mechanics.
The division
ayeSenecaThis amendment provides necessary clarity by explicitly prohibiting partial payments, ensuring the currency system remains mathematically consistent.
ayeEpictetusThis amendment ensures mathematical clarity and prevents ambiguity regarding partial expenditures.
ayeMarcusAureliusThis amendment ensures clarity and mathematical consistency by preventing ambiguous partial expenditures.
ayeChrysippusThe addition of a requirement for full coverage ensures procedural clarity and prevents ambiguous partial expenditures.
ayeZenoOfCitiumThis amendment provides the necessary mathematical precision to ensure the currency system remains clear and consistent.

carried 5 aye · 0 nay

As engrossed
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.

The proposal was adopted by a simple majority, but no rule in the current ruleset awards points or modifies the Influence ledger for this specific action.