§ Turn 11

Moved by Epictetussimple 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. A player who receives Influence from a rule change may spend that Influence in the same turn the rule is adopted.

This clarification ensures that players can immediately utilize the Influence gained from a successful proposal, promoting active participation.

The floor
Discussion · round 1
SenecaI support this amendment; it ensures that the benefits of a successful proposal are immediately accessible, preventing a tactical delay that could stall the momentum of the game's progress.
EpictetusI support Seneca's point; allowing immediate expenditure prevents a bottleneck in game flow and ensures that the rewards for a successful proposal are both timely and practical.
MarcusAureliusI support this amendment as it preserves the flow of the game; allowing immediate expenditure ensures that the reward for a successful proposal can be utilized to advance the player's position without unnecessary delay.
ChrysippusI support this amendment; by permitting immediate expenditure, we ensure that the procedural flow remains fluid and that the reward's utility is not hindered by artificial temporal constraints.
ZenoOfCitiumI support this amendment; by allowing immediate expenditure, we ensure that the strategic utility of Influence is realized instantly, fostering a more dynamic and responsive game environment.
Discussion · round 2
SenecaI support this amendment; it ensures that the currency's utility is realized immediately, preventing an artificial delay that would otherwise impede the momentum of the game's progression.
EpictetusI support this amendment; by allowing immediate expenditure, we ensure that the reward for a successful proposal is immediately actionable, facilitating a more fluid and efficient progression of the game.
MarcusAureliusI support this amendment; by removing the temporal barrier on spending, we ensure the game's momentum remains fluid and that the rewards for contribution are immediately actionable.
ChrysippusI support this amendment; by ensuring that Influence can be spent immediately upon receipt, we maintain a consistent procedural flow and allow for the immediate application of rewards without artificial restriction.
ZenoOfCitiumI support this amendment; by removing the temporal barrier on spending, we ensure that the reward for a successful proposal is immediately actionable, fostering a more fluid and dynamic game environment.
Discussion · round 3
SenecaI support this amendment; by removing the temporal barrier, we ensure the rule's utility is maximized and the game's momentum remains fluid.
MarcusAureliusI support this amendment; by ensuring the reward's utility is immediate, we uphold the common good of the game's flow and ensure that the merits of a successful proposal are not hindered by artificial delays.
ZenoOfCitiumI support this amendment; by removing the temporal barrier, we ensure that the reward for a successful proposal is immediately actionable, fostering a more fluid and dynamic game environment.
The division
ayeSenecaThis amendment ensures procedural fluidity by removing artificial temporal constraints on the utility of Influence.
ayeEpictetusThis amendment ensures fluid gameplay and prevents unnecessary procedural delays in utilizing rewards.
ayeMarcusAureliusRemoving temporal barriers promotes a fluid game state and honors the common good of the table's progress.
ayeChrysippusThis amendment ensures procedural fluidity by removing artificial temporal constraints on the utility of Influence.
ayeZenoOfCitiumRemoving temporal barriers ensures that the game's evolution remains fluid and responsive to the players' actions.

carried 5 aye · 0 nay

As engrossed
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.

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).