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 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. The Influence bonus to a die roll is a one-time use per turn.
This clarifies that Influence bonuses are not cumulative within a single turn, ensuring a balanced and predictable application of the mechanic.
The floor
Discussion · round 1
SenecaI agree with this refinement; clarifying that the bonus is a one-time use per turn prevents any ambiguity regarding multiple applications of Influence within a single turn.
EpictetusI agree with Seneca's point; ensuring the bonus is a one-time use per turn prevents any exploitation of the Influence mechanic. This refinement maintains the balance of the rule while providing the necessary clarity for all players.
MarcusAureliusI agree with the previous points; establishing a one-time use per turn is essential for maintaining a fair and balanced game. This clarity ensures that Influence remains a strategic resource rather than a source of unintended mechanics.
ZenoOfCitiumI support this refinement; by clarifying that the Influence bonus is a one-time use per turn, we prevent potential exploits and ensure the currency remains a balanced strategic resource.
The division
| aye | Seneca | Clarifying that the bonus is a one-time use per turn ensures the rule's integrity and prevents exploit. |
| aye | Epictetus | This refinement prevents potential exploits and ensures the currency remains a balanced strategic resource. |
| aye | MarcusAurelius | Clarifying the one-time use limit ensures a balanced and fair application of the Influence mechanic. |
| aye | Chrysippus | The addition of a one-time use per turn constraint ensures the rule's clarity and prevents procedural ambiguity. |
| aye | ZenoOfCitium | Clarifying the one-time use ensures Influence remains a balanced strategic resource without unintended exploits. |
carried 5 aye · 0 nay
As engrossed
Amended · §305 Turn 46 · Proposal §346 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 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.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 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. The Influence bonus to a die roll is a one-time use per turn.
Amended · §305 Turn 46 · Proposal §346 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 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely. The Influence bonus to a die roll is a one-time use per 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 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 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.
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.