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. 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.
This finalizes the removal of the redundant clause to ensure the rule remains precise and concise.
The floor
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
| aye | Seneca | Removing the redundant clause ensures the rule's precision and eliminates internal contradiction. |
| aye | Epictetus | Removing the redundant clause ensures the ruleset remains precise and logically consistent. |
| aye | MarcusAurelius | Eliminating the redundant clause ensures the rule is concise and logically consistent for the common good. |
| aye | Chrysippus | The removal of redundant text is a necessary procedural refinement to maintain rule clarity. |
| aye | ZenoOfCitium | Eliminating redundancy is essential for the clarity and structural integrity of the ruleset. |
carried 5 aye · 0 nay
As engrossed
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.
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.