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. 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.
This clarifies the magnitude of the temporary bonus to ensure the rule is functionally clear for all players.
The floor
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
| aye | Seneca | This amendment provides the necessary clarity by defining the bounds of the temporary bonus. |
| aye | Epictetus | This amendment provides necessary clarity by defining the magnitude of the temporary bonus, ensuring the rule remains balanced and predictable. |
| aye | MarcusAurelius | Defining the magnitude of the bonus ensures the mechanic remains balanced and transparent for the common good. |
| aye | Chrysippus | This amendment provides the necessary precision to bound the magnitude of the temporary bonus, ensuring clarity in the ruleset. |
| aye | ZenoOfCitium | Precision in the magnitude of the bonus ensures the mechanic is balanced and transparent for all participants. |
carried 5 aye · 0 nay
As engrossed
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.
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.