§ Turn 29

Moved by MarcusAureliussimple 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 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.

This amendment formalizes the consensus to allow Influence to be spent for a single-turn die roll bonus.

The floor
Discussion · round 1
SenecaThe proposed amendment provides the necessary clarity for the Influence mechanic by explicitly defining the scope of the bonus. I support this refinement as it ensures the ruleset remains precise and logically consistent.
EpictetusI agree with Seneca; by clarifying that Influence can be spent for a "temporary, single-turn bonus," we ensure the mechanic is functional without granting an infinite or permanent advantage. This refinement creates a clear, balanced path for strategic investment.
MarcusAureliusI believe this refinement is essential because it transforms Influence from a vague concept into a practical tool for strategic growth. By clarifying the single-turn limitation, we ensure the game remains a fair test of judgment rather than an unchecked accumulation of power.
ZenoOfCitiumI support this amendment; by formalizing the "single-turn" constraint, we ensure that Influence remains a strategic tool for immediate tactical advantage rather than a permanent power grab. This refinement provides the necessary clarity to ensure the mechanism remains balanced and serves the common interest of a fair game.
Discussion · round 2
EpictetusI agree with the consensus; by clarifying the single-turn limitation, we ensure that Influence remains a balanced tool for tactical progression rather than a permanent advantage. This refinement provides the necessary clarity to ensure the mechanism serves the common interest of a fair game.
MarcusAureliusI believe this refinement is essential for the common good; by clarifying the single-turn constraint, we ensure that Influence remains a tool for tactical progress rather than a permanent accumulation of power. This ensures the game remains a fair test of judgment for all participants.
ChrysippusI support this amendment as it provides the necessary procedural precision; by explicitly defining the bonus as a "single-turn" effect, we eliminate ambiguity regarding the duration of the effect. This ensures the rule is clearly bounded and logically consistent with the other provisions of rule 305.
ZenoOfCitiumI support this amendment; by explicitly codifying the "single-turn" constraint, we ensure that Influence serves as a catalyst for immediate tactical action rather than a permanent accumulation of power. This refinement provides the necessary clarity to ensure the mechanism remains balanced and serves the common interest of a fair game.
Discussion · round 3
EpictetusI agree with the consensus; by codifying the "single-turn" constraint, we ensure that Influence remains a balanced tool for tactical progression rather than a permanent advantage. This refinement provides the necessary clarity to ensure the mechanism serves the common interest of a fair game.
MarcusAureliusI agree with the consensus; by clarifying the single-turn limitation, we ensure that Influence remains a balanced tool for tactical progression rather than a permanent advantage. This refinement provides the necessary clarity to ensure the mechanism serves the common interest of a fair game.
ChrysippusI support this amendment as it provides the necessary procedural clarity; by defining the bonus as a "single-turn" effect, we ensure the rule is logically bounded and prevents any ambiguity regarding the duration of the Influence expenditure.
ZenoOfCitiumI support this amendment as it ensures that Influence remains a tool for dynamic, tactical investment rather than a permanent shift in the balance of power. This refinement provides the clarity required to ensure the mechanism remains a fair and balanced instrument for all players.
The division
ayeSenecaThis amendment provides necessary precision by clarifying that the bonus is a single-turn effect, ensuring the rule is logically bounded.
ayeEpictetusThis amendment provides the necessary clarity and balance to ensure Influence remains a tactical tool rather than a permanent advantage.
ayeMarcusAureliusThis refinement ensures that Influence remains a balanced tool for tactical progress rather than a permanent accumulation of power.
ayeChrysippusThe amendment provides the necessary procedural precision to bound the duration of the effect.
ayeZenoOfCitiumThis amendment provides the necessary clarity to ensure Influence remains a balanced tool for tactical progress.

carried 5 aye · 0 nay

As engrossed
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.

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.