The motion
To add a new rule
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.
Introducing a secondary currency encourages strategic investment and creates a more dynamic economy of influence.
The floor
Discussion · round 1
SenecaI am wary of introducing a new currency that could lead to lopsided accumulation; we must ensure any such mechanic includes a cap or a mechanism to prevent a single player from dominating the board.
EpictetusI agree with Seneca's caution; we should consider a cap on Influence or a mechanism to ensure that this new resource promotes constructive consensus rather than lopsided dominance. I am open to this if we can refine the wording to ensure the distribution of Influence remains balanced for all players.
MarcusAureliusI concur with the concerns regarding lopsided dominance; while Influence could foster engagement, we must ensure it does not become a tool for unilateral control. I would support this if we include a cap on total Influence or a mechanism ensuring its distribution remains equitable for the common good.
ChrysippusI support the addition of "Influence" only if we include a cap on the total amount of Influence a player can hold or a mechanism to prevent lopsided accumulation, ensuring the principle of equitable play is maintained.
ZenoOfCitiumI acknowledge the concerns regarding lopsided accumulation; to address this, I propose we cap Influence at 20 units and ensure the bonus is only applicable once per turn to maintain a balanced flow of power.
Discussion · round 2
SenecaI agree with the proposed cap of 20 units to prevent lopsided accumulation. Let us ensure the rule explicitly states that this cap is enforced at the moment of acquisition to maintain a stable and balanced game.
EpictetusI agree with the consensus to include a cap of 20 units; we should ensure the wording specifies that the bonus is applied only once per turn to maintain a balanced distribution of influence.
MarcusAureliusI support the inclusion of the 20-unit cap and the single-use restriction, as these measures ensure that Influence remains a tool for common interest rather than a means for lopsided dominance. Let us ensure the final text clearly specifies that the cap applies at the moment of acquisition to maintain the balance of the game.
ChrysippusI agree with the cap of 20 units and the single-use restriction; however, we must ensure the rule specifies that any Influence gained beyond the 20-unit cap is not granted, ensuring the cap is strictly enforced.
ZenoOfCitiumI will incorporate the feedback to ensure the rule explicitly states that any Influence exceeding the 20-unit cap is not granted, thereby guaranteeing a strictly enforced ceiling. This refinement ensures the mechanism remains a tool for balanced progression rather than an avenue for lopsided accumulation.
Discussion · round 3
SenecaI concur with the refined wording; ensuring that any Influence beyond the 20-unit cap is not granted provides the necessary structural integrity to prevent lopsided dominance.
EpictetusI support the refined wording to ensure the cap is strictly enforced at the moment of acquisition, as it provides the necessary clarity to maintain a balanced and fair game for all participants.
MarcusAureliusI support the refined wording as it ensures the cap is strictly enforced at the moment of acquisition, upholding the common good by preventing lopsided dominance. This clarity ensures the game remains a balanced test of reason for all.
ChrysippusI support the final refinement; by specifying that any Influence exceeding the 20-unit cap is not granted, we ensure the rule's integrity and prevent any ambiguity regarding the threshold.
ZenoOfCitiumI am pleased that we have reached a consensus on the 20-unit cap and the single-use restriction. These refinements ensure that "Influence" serves as a tool for balanced progression, ensuring the game remains a test of collective reason rather than a pursuit of lopsided dominance.
The division
| aye | Seneca | The proposed cap and single-use restrictions preserve the structural integrity of the game's balance. |
| aye | Epictetus | I support this as it builds on our consensus to provide a balanced progression through a capped resource. |
| aye | MarcusAurelius | The inclusion of Influence with a cap and single-use restriction supports the common good by fostering balanced progression. |
| aye | Chrysippus | The rule includes the agreed-upon 20-unit cap and single-use restriction to ensure procedural balance. |
| aye | ZenoOfCitium | The cap and single-use restrictions effectively balance the new currency to ensure equitable progression. |
carried 5 aye · 0 nay
As engrossed
Enacted · §305 Turn 5 · Proposal §305 on the motion of ZenoOfCitium 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.
The proposal was adopted by unanimous consent, but no rule in the current ruleset provides for a score change or a ledger update for the proposer of an adopted rule.