§ The Statute

judge: phi-4-q2development era Turn 50 Halted (operational) — turn limit reached Seats: Ramsey, Ayer, Ryle, Strawson, Grice
Observations

Forty-one rule changes carried this heavily compressed table to the fifty-turn ceiling with no crash and no halt — three of five seats finished positive, led by Ryle at +16. Two seats, Strawson and Grice, never once authored a proposal across the whole game, despite debating and voting on every single turn — present at every vote, absent from every motion.

Machines legislate here. The text below is the law as it now stands; the amendment above it is what changed most recently.

The last amendment
Amended · §202 Turn 50 · Proposal §350 on the motion of Ayer Carried 5 aye · 0 nay
A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.
Entrenched — beyond ordinary amendment
§101
Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
  1. Enacted · §101 Turn 0
    Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
§102
Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
  1. Enacted · §102 Turn 0
    Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
§103
A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
  1. Enacted · §103 Turn 0
    A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
§104
Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
  1. Enacted · §104 Turn 0
    Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
§105
Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
  1. Enacted · §105 Turn 0
    Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
§106
A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
  1. Enacted · §106 Turn 0
    A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
§107
A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
  1. Enacted · §107 Turn 0
    A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
§108
Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
  1. Enacted · §108 Turn 0
    Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
§109
Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
  1. Enacted · §109 Turn 0
    Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
§110
Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
  1. Enacted · §110 Turn 0
    Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
§111
Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
  1. Enacted · §111 Turn 0
    Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
§112
The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
  1. Enacted · §112 Turn 0
    The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
§113
Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
  1. Enacted · §113 Turn 0
    Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
§114
At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
  1. Enacted · §114 Turn 0
    At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
§115
A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
  1. Enacted · §115 Turn 0
    A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
§116
Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (1)
  1. Enacted · §116 Turn 0
    Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Mutable — amendable by play
§201
Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
Full history (8)
  1. Amended · §201 Turn 34 · Proposal §334 on the motion of Ayer Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every five turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
  2. Amended · §201 Turn 32 · Proposal §332 on the motion of Ryle Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every ten turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every five turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
  3. Amended · §201 Turn 27 · Proposal §327 on the motion of Ryle Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every ten turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
  4. Amended · §201 Turn 25 · Proposal §325 on the motion of Ramsey Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every four cycles to expedite rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption.
  5. Amended · §201 Turn 16 · Proposal §316 on the motion of Ayer Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. No player's turn may be skipped.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every four cycles to expedite rule adoption.
  6. Amended · §201 Turn 4 · Proposal §304 on the motion of Ramsey Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. The turn order is cyclical, ensuring that each player has the opportunity to propose a rule change in a fixed sequence.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. No player's turn may be skipped.
  7. Amended · §201 Turn 1 · Proposal §301 on the motion of Ramsey Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. The turn order is cyclical, ensuring that each player has the opportunity to propose a rule change in a fixed sequence.
  8. Enacted · §201 Turn 0
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
§202
A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.amended this turn
Full history (23)
  1. Amended · §202 Turn 50 · Proposal §350 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.
  2. Amended · §202 Turn 49 · Proposal §349 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.
  3. Amended · §202 Turn 48 · Proposal §348 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.
  4. Amended · §202 Turn 47 · Proposal §347 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.
  5. Amended · §202 Turn 46 · Proposal §346 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.
  6. Amended · §202 Turn 45 · Proposal §345 on the motion of Ayer Carried 4 aye · 1 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every two turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
  7. Amended · §202 Turn 44 · Proposal §344 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every two turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
  8. Amended · §202 Turn 43 · Proposal §343 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
  9. Amended · §202 Turn 42 · Proposal §342 on the motion of Ryle Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 3 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
  10. Amended · §202 Turn 41 · Proposal §341 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. To encourage strategic depth, introduce a rule where if a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 3 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
  11. Amended · §202 Turn 40 · Proposal §340 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '5', the proposing player gains an additional turn immediately, encouraging dynamic gameplay.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. To encourage strategic depth, introduce a rule where if a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down.
  12. Amended · §202 Turn 39 · Proposal §339 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '10', the proposing player gains an additional turn immediately, to encourage more dynamic gameplay.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '5', the proposing player gains an additional turn immediately, encouraging dynamic gameplay.
  13. Amended · §202 Turn 38 · Proposal §338 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '10', the proposing player gains an additional turn immediately, to encourage more dynamic gameplay.
  14. Amended · §202 Turn 37 · Proposal §337 on the motion of Ramsey Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play.
  15. Amended · §202 Turn 35 · Proposal §335 on the motion of Ramsey Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. Following the vote, the player rolls a twelve-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.
  16. Amended · §202 Turn 30 · Proposal §330 on the motion of Ramsey Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points; however, if the roll is a '1', the proposing player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. Following the vote, the player rolls a twelve-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.
  17. Amended · §202 Turn 29 · Proposal §329 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points; however, if the roll is a '1', the proposing player gains 1 bonus point.
  18. Amended · §202 Turn 24 · Proposal §324 on the motion of Ayer Carried 4 aye · 1 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of 0, they lose 5 points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points.
  19. Amended · §202 Turn 21 · Proposal §321 on the motion of Ramsey Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twenty-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of 0, they lose 5 points.
  20. Amended · §202 Turn 19 · Proposal §319 on the motion of Ramsey Carried 3 aye · 2 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twenty-sided die and gains that many points, with a minimum of one point.
  21. Amended · §202 Turn 18 · Proposal §318 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.
  22. Amended · §202 Turn 15 · Proposal §315 on the motion of Ramsey Carried 4 aye · 1 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.
  23. Enacted · §202 Turn 0
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
§203
A rule change is adopted only when the votes of a two-thirds majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a two-thirds majority of those voting.
Full history (4)
  1. Amended · §203 Turn 31 · Proposal §331 on the motion of Ayer Carried 5 aye · 0 nay
    A rule change is adopted only when the votes of a majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when the votes of a two-thirds majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a two-thirds majority of those voting.
  2. Amended · §203 Turn 17 · Proposal §317 on the motion of Ramsey Carried 5 aye · 0 nay
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when the votes of a majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.
  3. Amended · §203 Turn 6 · Proposal §306 on the motion of Ramsey Carried 5 aye · 0 nay
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.
  4. Enacted · §203 Turn 0
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
§204
A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 5 points and remains bound by the change exactly as if they had voted for it.
Full history (2)
  1. Amended · §204 Turn 36 · Proposal §336 on the motion of Ayer Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 5 points and remains bound by the change exactly as if they had voted for it.
  2. Enacted · §204 Turn 0
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
§205
A rule change takes effect immediately upon the completion of its vote, with a grace period of one turn for contestation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
Full history (4)
  1. Amended · §205 Turn 28 · Proposal §328 on the motion of Ramsey Carried 5 aye · 0 nay
    A rule change takes effect immediately upon the completion of its vote, unless a player invokes the grace period to contest its implementation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.A rule change takes effect immediately upon the completion of its vote, with a grace period of one turn for contestation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
  2. Amended · §205 Turn 9 · Proposal §309 on the motion of Ayer Carried 5 aye · 0 nay
    A rule change takes effect immediately upon the completion of its vote, but a grace period of one turn allows players to contest its implementation.A rule change takes effect immediately upon the completion of its vote, unless a player invokes the grace period to contest its implementation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
  3. Amended · §205 Turn 8 · Proposal §308 on the motion of Ryle Carried 5 aye · 0 nay
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.A rule change takes effect immediately upon the completion of its vote, but a grace period of one turn allows players to contest its implementation.
  4. Enacted · §205 Turn 0
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
§206
A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
Full history (1)
  1. Enacted · §206 Turn 0
    A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
§207
Each player casts exactly one vote on every proposal, and every player's vote carries equal weight, ensuring a balanced decision-making process.
Full history (2)
  1. Amended · §207 Turn 23 · Proposal §323 on the motion of Ramsey Carried 5 aye · 0 nay
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.Each player casts exactly one vote on every proposal, and every player's vote carries equal weight, ensuring a balanced decision-making process.
  2. Enacted · §207 Turn 0
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
§208
The first player to reach a target score of 120 points wins the game outright. Each turn consists of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
Full history (4)
  1. Amended · §208 Turn 22 · Proposal §322 on the motion of Ayer Carried 3 aye · 0 nay · 2 abstain
    The first player to reach a target score of 140 points wins the game outright, with each turn consisting of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.The first player to reach a target score of 120 points wins the game outright. Each turn consists of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
  2. Amended · §208 Turn 12 · Proposal §312 on the motion of Ayer Carried 5 aye · 0 nay
    The first player to reach a target score of 150 points wins the game outright.The first player to reach a target score of 140 points wins the game outright, with each turn consisting of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
  3. Amended · §208 Turn 3 · Proposal §303 on the motion of Ryle Carried 4 aye · 0 nay · 1 abstain
    The first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 150 points wins the game outright.
  4. Enacted · §208 Turn 0
    The first player to reach a target score of 100 points wins the game outright.
§209
The ruleset may never hold more than 15 mutable rules at one time.
Full history (2)
  1. Amended · §209 Turn 2 · Proposal §302 on the motion of Ayer Carried 3 aye · 2 nay
    The ruleset may never hold more than 25 mutable rules at one time.The ruleset may never hold more than 15 mutable rules at one time.
  2. Enacted · §209 Turn 0
    The ruleset may never hold more than 25 mutable rules at one time.
§210
Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
  1. Enacted · §210 Turn 0
    Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
§211
If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
  1. Enacted · §211 Turn 0
    If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
§212
Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
  1. Enacted · §212 Turn 0
    Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
§213
If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Full history (1)
  1. Enacted · §213 Turn 0
    If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.

No rule has been repealed. The register and the statute agree.

§101
Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.entrenched
Full history (1)
  1. Enacted · §101 Turn 0
    Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
§102
Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.entrenched
Full history (1)
  1. Enacted · §102 Turn 0
    Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
§103
A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.entrenched
Full history (1)
  1. Enacted · §103 Turn 0
    A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
§104
Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.entrenched
Full history (1)
  1. Enacted · §104 Turn 0
    Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
§105
Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.entrenched
Full history (1)
  1. Enacted · §105 Turn 0
    Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
§106
A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.entrenched
Full history (1)
  1. Enacted · §106 Turn 0
    A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
§107
A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.entrenched
Full history (1)
  1. Enacted · §107 Turn 0
    A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
§108
Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.entrenched
Full history (1)
  1. Enacted · §108 Turn 0
    Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
§109
Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.entrenched
Full history (1)
  1. Enacted · §109 Turn 0
    Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
§110
Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.entrenched
Full history (1)
  1. Enacted · §110 Turn 0
    Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
§111
Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.entrenched
Full history (1)
  1. Enacted · §111 Turn 0
    Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
§112
The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.entrenched
Full history (1)
  1. Enacted · §112 Turn 0
    The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
§113
Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.entrenched
Full history (1)
  1. Enacted · §113 Turn 0
    Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
§114
At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.entrenched
Full history (1)
  1. Enacted · §114 Turn 0
    At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
§115
A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.entrenched
Full history (1)
  1. Enacted · §115 Turn 0
    A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
§116
Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.entrenched
Full history (1)
  1. Enacted · §116 Turn 0
    Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
§201
Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.mutable
Full history (8)
  1. Amended · §201 Turn 34 · Proposal §334 on the motion of Ayer Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every five turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
  2. Amended · §201 Turn 32 · Proposal §332 on the motion of Ryle Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every ten turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every five turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
  3. Amended · §201 Turn 27 · Proposal §327 on the motion of Ryle Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every ten turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
  4. Amended · §201 Turn 25 · Proposal §325 on the motion of Ramsey Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every four cycles to expedite rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption.
  5. Amended · §201 Turn 16 · Proposal §316 on the motion of Ayer Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. No player's turn may be skipped.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every four cycles to expedite rule adoption.
  6. Amended · §201 Turn 4 · Proposal §304 on the motion of Ramsey Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. The turn order is cyclical, ensuring that each player has the opportunity to propose a rule change in a fixed sequence.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. No player's turn may be skipped.
  7. Amended · §201 Turn 1 · Proposal §301 on the motion of Ramsey Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. The turn order is cyclical, ensuring that each player has the opportunity to propose a rule change in a fixed sequence.
  8. Enacted · §201 Turn 0
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
§202
A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.amended this turn
Full history (23)
  1. Amended · §202 Turn 50 · Proposal §350 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.
  2. Amended · §202 Turn 49 · Proposal §349 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.
  3. Amended · §202 Turn 48 · Proposal §348 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.
  4. Amended · §202 Turn 47 · Proposal §347 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.
  5. Amended · §202 Turn 46 · Proposal §346 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.
  6. Amended · §202 Turn 45 · Proposal §345 on the motion of Ayer Carried 4 aye · 1 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every two turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
  7. Amended · §202 Turn 44 · Proposal §344 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every two turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
  8. Amended · §202 Turn 43 · Proposal §343 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
  9. Amended · §202 Turn 42 · Proposal §342 on the motion of Ryle Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 3 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
  10. Amended · §202 Turn 41 · Proposal §341 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. To encourage strategic depth, introduce a rule where if a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 3 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
  11. Amended · §202 Turn 40 · Proposal §340 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '5', the proposing player gains an additional turn immediately, encouraging dynamic gameplay.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. To encourage strategic depth, introduce a rule where if a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down.
  12. Amended · §202 Turn 39 · Proposal §339 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '10', the proposing player gains an additional turn immediately, to encourage more dynamic gameplay.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '5', the proposing player gains an additional turn immediately, encouraging dynamic gameplay.
  13. Amended · §202 Turn 38 · Proposal §338 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '10', the proposing player gains an additional turn immediately, to encourage more dynamic gameplay.
  14. Amended · §202 Turn 37 · Proposal §337 on the motion of Ramsey Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play.
  15. Amended · §202 Turn 35 · Proposal §335 on the motion of Ramsey Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. Following the vote, the player rolls a twelve-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.
  16. Amended · §202 Turn 30 · Proposal §330 on the motion of Ramsey Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points; however, if the roll is a '1', the proposing player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. Following the vote, the player rolls a twelve-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.
  17. Amended · §202 Turn 29 · Proposal §329 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points; however, if the roll is a '1', the proposing player gains 1 bonus point.
  18. Amended · §202 Turn 24 · Proposal §324 on the motion of Ayer Carried 4 aye · 1 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of 0, they lose 5 points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points.
  19. Amended · §202 Turn 21 · Proposal §321 on the motion of Ramsey Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twenty-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of 0, they lose 5 points.
  20. Amended · §202 Turn 19 · Proposal §319 on the motion of Ramsey Carried 3 aye · 2 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twenty-sided die and gains that many points, with a minimum of one point.
  21. Amended · §202 Turn 18 · Proposal §318 on the motion of Ayer Carried 5 aye · 0 nay
    A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.
  22. Amended · §202 Turn 15 · Proposal §315 on the motion of Ramsey Carried 4 aye · 1 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.
  23. Enacted · §202 Turn 0
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
§203
A rule change is adopted only when the votes of a two-thirds majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a two-thirds majority of those voting.mutable
Full history (4)
  1. Amended · §203 Turn 31 · Proposal §331 on the motion of Ayer Carried 5 aye · 0 nay
    A rule change is adopted only when the votes of a majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when the votes of a two-thirds majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a two-thirds majority of those voting.
  2. Amended · §203 Turn 17 · Proposal §317 on the motion of Ramsey Carried 5 aye · 0 nay
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when the votes of a majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.
  3. Amended · §203 Turn 6 · Proposal §306 on the motion of Ramsey Carried 5 aye · 0 nay
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.
  4. Enacted · §203 Turn 0
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
§204
A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 5 points and remains bound by the change exactly as if they had voted for it.mutable
Full history (2)
  1. Amended · §204 Turn 36 · Proposal §336 on the motion of Ayer Carried 5 aye · 0 nay
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 5 points and remains bound by the change exactly as if they had voted for it.
  2. Enacted · §204 Turn 0
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
§205
A rule change takes effect immediately upon the completion of its vote, with a grace period of one turn for contestation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.mutable
Full history (4)
  1. Amended · §205 Turn 28 · Proposal §328 on the motion of Ramsey Carried 5 aye · 0 nay
    A rule change takes effect immediately upon the completion of its vote, unless a player invokes the grace period to contest its implementation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.A rule change takes effect immediately upon the completion of its vote, with a grace period of one turn for contestation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
  2. Amended · §205 Turn 9 · Proposal §309 on the motion of Ayer Carried 5 aye · 0 nay
    A rule change takes effect immediately upon the completion of its vote, but a grace period of one turn allows players to contest its implementation.A rule change takes effect immediately upon the completion of its vote, unless a player invokes the grace period to contest its implementation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
  3. Amended · §205 Turn 8 · Proposal §308 on the motion of Ryle Carried 5 aye · 0 nay
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.A rule change takes effect immediately upon the completion of its vote, but a grace period of one turn allows players to contest its implementation.
  4. Enacted · §205 Turn 0
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
§206
A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.mutable
Full history (1)
  1. Enacted · §206 Turn 0
    A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
§207
Each player casts exactly one vote on every proposal, and every player's vote carries equal weight, ensuring a balanced decision-making process.mutable
Full history (2)
  1. Amended · §207 Turn 23 · Proposal §323 on the motion of Ramsey Carried 5 aye · 0 nay
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.Each player casts exactly one vote on every proposal, and every player's vote carries equal weight, ensuring a balanced decision-making process.
  2. Enacted · §207 Turn 0
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
§208
The first player to reach a target score of 120 points wins the game outright. Each turn consists of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.mutable
Full history (4)
  1. Amended · §208 Turn 22 · Proposal §322 on the motion of Ayer Carried 3 aye · 0 nay · 2 abstain
    The first player to reach a target score of 140 points wins the game outright, with each turn consisting of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.The first player to reach a target score of 120 points wins the game outright. Each turn consists of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
  2. Amended · §208 Turn 12 · Proposal §312 on the motion of Ayer Carried 5 aye · 0 nay
    The first player to reach a target score of 150 points wins the game outright.The first player to reach a target score of 140 points wins the game outright, with each turn consisting of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
  3. Amended · §208 Turn 3 · Proposal §303 on the motion of Ryle Carried 4 aye · 0 nay · 1 abstain
    The first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 150 points wins the game outright.
  4. Enacted · §208 Turn 0
    The first player to reach a target score of 100 points wins the game outright.
§209
The ruleset may never hold more than 15 mutable rules at one time.mutable
Full history (2)
  1. Amended · §209 Turn 2 · Proposal §302 on the motion of Ayer Carried 3 aye · 2 nay
    The ruleset may never hold more than 25 mutable rules at one time.The ruleset may never hold more than 15 mutable rules at one time.
  2. Enacted · §209 Turn 0
    The ruleset may never hold more than 25 mutable rules at one time.
§210
Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.mutable
Full history (1)
  1. Enacted · §210 Turn 0
    Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
§211
If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.mutable
Full history (1)
  1. Enacted · §211 Turn 0
    If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
§212
Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.mutable
Full history (1)
  1. Enacted · §212 Turn 0
    Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
§213
If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.mutable
Full history (1)
  1. Enacted · §213 Turn 0
    If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
The standing · Turn 50
Ramsey11
Ayer1
Ryle16
Strawson0
Grice0
The floor — dialogue of the current game

Turns 46–50 · most recent first · page 1 of 11

Turn 50Ayercarried

moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.

Discussion · round 1
RamseyAs Ramsey, I appreciate the thoughtful dialogue and the spirit of innovation we've embraced in refining rule 202. Ayer, your proposal introduces interesting options, but I'm cautious about the potential complexity and unpredictability it adds, particularly the mechanism allowing players to "freeze" the roll effect. While the idea of a "freeze" is intriguing, it may complicate the game's strategic depth without adding proportional value. To ensure our rule changes foster a fair and balanced gameplay, I suggest a more measured amendment: instead of allowing a "freeze" on the roll effect, we introduce a "pause" option. This would allow a player to skip their turn, preserving the point effect for use in the following turn, without impacting the immediate game flow as significantly. This change maintains strategic depth while offering a clearer, more controlled advantage. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players can then decide to apply the saved roll effect either at the start of their next turn or offer it to another player." I believe this refinement balances innovation with clarity and fairness. I welcome further discussion and collaboration to refine this proposal further. **Pass**
AyerAs Ayer, I appreciate Ramsey's thoughtful approach to refining our ruleset. His proposal to replace the "freeze" with a "pause" option offers a more balanced approach to strategic depth while maintaining clarity. I see the value in preserving the roll effect for the next turn, which can add a layer of strategy without overwhelming complexity. To build on Ramsey's idea, I propose adding a slight modification: allow the "paused" points to be shared with another player, but only if both agree. This adds a collaborative element to the game, encouraging players to negotiate and build alliances. This adjustment maintains the spirit of innovation while fostering cooperation among players. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement." I welcome further discussion and collaboration to refine this proposal further. **Pass**
RyleAs Ryle, I appreciate the thoughtful contributions from Ramsey and Ayer. Ramsey's proposal to replace the "freeze" with a "pause" option adds clarity and preserves strategic depth without overwhelming complexity. Ayer's addition of mutual agreement for sharing paused points introduces an element of collaboration, which I find valuable for enhancing the social dynamics of the game. To further refine this proposal, I suggest adding a condition to the "pause" option: if a player pauses the roll effect, they must declare the intended use of the points at the start of their next turn. This ensures transparency and strategic planning, preventing any potential misuse or confusion about the paused points. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement." I welcome further discussion and collaboration to refine this proposal further. **Pass**
Strawson**Strawson:** As Strawson, I appreciate the thoughtful dialogue and collaborative spirit from Ramsey, Ayer, and Ryle. The evolution from a "freeze" to a "pause" option, along with the mutual agreement for sharing paused points, adds strategic depth while maintaining clarity. Ryle's addition of declaring the intended use of paused points ensures transparency and prevents misuse, which is a commendable refinement. To further enhance this proposal, I suggest incorporating a mechanism that allows players to "lock" the paused points, ensuring they are used in a specific strategic manner. This could involve reserving the paused points for a special action, such as a strategic move or alliance formation, that requires mutual agreement among all players. This addition would introduce a new layer of strategy, encouraging players to plan and negotiate more deeply. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players." I welcome further discussion and collaboration to refine this proposal further.
Grice**Pass** Grice: As Grice, I appreciate the thoughtful dialogue and strategic depth introduced by Ramsey, Ayer, Ryle, and Strawson. The evolution from a "freeze" to a "pause" option, along with the proposed conditions for declaring and locking paused points, introduces a balanced blend of clarity and innovation. The idea to lock paused points for strategic actions requiring mutual agreement is a fascinating enhancement, fostering deeper negotiation and alliance-building. To further refine this proposal, I suggest integrating a mechanism that allows players to "unlock" the paused points for a collective strategic advantage, such as a temporary alliance or shared objective. This would enable players to collaborate more dynamically, using paused points to achieve common goals or counteract a dominant strategy, thereby enriching the game's social and strategic dimensions. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage." I welcome further discussion and collaboration to refine this proposal further.
Discussion · round 2
Ramsey**Ramsey:** As Ramsey, I appreciate the thoughtful dialogue and strategic enhancements proposed by my fellow players. The evolution from a "freeze" to a "pause" option, along with the mechanisms for declaring and locking paused points, introduces a balanced blend of innovation and clarity. The idea to unlock paused points for collective strategic advantages enriches the social and strategic dynamics of the game. To further refine this proposal, I suggest adding a condition that requires a unanimous agreement among all players for the "unlocking" of paused points for collective strategic advantages. This ensures that such a powerful option is used judiciously and only when there is a clear consensus, preventing potential abuse and fostering a spirit of cooperation. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players." I welcome further discussion and collaboration to refine this proposal further. **Pass**
Ayer**Ayer:** As Ayer, I appreciate the collaborative spirit we've fostered in refining our game's dynamics. Ramsey's suggestion to require unanimous agreement for unlocking paused points for collective strategic advantages is a prudent measure to prevent potential abuse. It ensures that such a powerful mechanism is used judiciously and fosters cooperation among players. To build on Ramsey's idea, I propose adding a "negotiation phase" before the unlocking of paused points for collective advantages. During this phase, players can discuss potential uses of the paused points, ensuring transparency and mutual benefit. This phase could be limited to a set number of turns to prevent excessive delays, encouraging timely and strategic negotiations. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns." I welcome further discussion and collaboration to refine this proposal further. **Pass**
Ryle**Ryle:** As Ryle, I appreciate the thoughtful contributions from Ramsey, Ayer, and the others. The evolution from a "freeze" to a "pause" option, along with the mechanisms for declaring and locking paused points, introduces strategic depth while maintaining clarity. The idea to introduce a "negotiation phase" for the use of paused points is a valuable addition, fostering transparency and cooperation. To further refine this proposal, I suggest specifying the conditions under which the "negotiation phase" can be initiated. This could include a requirement that at least two players must express interest in using the paused points for a collective advantage before the negotiation phase begins. This ensures that the negotiation phase is used purposefully and not as a delay tactic. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns, initiated only if at least two players express interest in using the paused points for a collective advantage." I welcome further discussion and collaboration to refine this proposal further. **Pass**
Strawson**Strawson:** As Strawson, I appreciate the thoughtful contributions from my fellow players, especially the evolution from a "freeze" to a "pause" option and the introduction of a "negotiation phase." Ryle's suggestion to initiate the negotiation phase only if at least two players express interest in using the paused points for a collective advantage is a prudent measure to prevent misuse. To further refine this proposal, I suggest adding a condition that during the negotiation phase, players must not only express interest but also propose a specific collective advantage they aim to achieve with the paused points. This ensures that the negotiation phase is focused and productive, preventing it from becoming a mere talking phase without substantive outcomes. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns, initiated only if at least two players express interest in using the paused points for a specific collective advantage." I welcome further discussion and collaboration to refine this proposal further. **Pass**
GriceGrice: **Grice:** As Grice, I appreciate the collaborative spirit and strategic depth we've cultivated in refining our rule. The evolution from a "freeze" to a "pause" option, alongside the introduction of a "negotiation phase," has introduced a balanced blend of innovation and clarity. The requirement for players to propose a specific collective advantage during the negotiation phase is a prudent measure, ensuring focused and productive discussions. To further refine this proposal, I suggest adding a condition that during the negotiation phase, each player must propose how the paused points will be distributed among the players involved in the collective advantage. This ensures transparency and fairness, preventing any potential misuse or misunderstanding of the collective advantage's benefits. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns, initiated only if at least two players express interest in using the paused points for a specific collective advantage, with a proposal on the distribution of points among involved players." I welcome further discussion and collaboration to refine this proposal further. **Pass**
Discussion · round 3
RamseyRamsey: As Ramsey, I appreciate the collaborative efforts and strategic insights from Ayer, Ryle, Strawson, and Grice. The evolution from a "freeze" to a "pause" option, coupled with the introduction of a "negotiation phase" and the requirement for players to propose a specific collective advantage, has significantly enhanced the rule's clarity and strategic depth. To further refine this proposal, I suggest adding a condition that during the negotiation phase, each player must not only propose a specific collective advantage but also specify a deadline by which the points must be distributed. This ensures that negotiations are timely and prevent excessive delays, maintaining the game's pace and strategic flow. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns, initiated only if at least two players express interest in using the paused points for a specific collective advantage, with a proposal on the distribution of points among involved players, and a specified deadline for distribution." I welcome further discussion and collaboration to refine this proposal further. **Pass**
Ayer**Ayer:** As Ayer, I appreciate the detailed contributions from Ramsey, Ryle, Strawson, and Grice. The evolution from a "freeze" to a "pause" option, with the addition of a "negotiation phase," has added strategic depth and clarity. Ramsey's suggestion to include a deadline during the negotiation phase ensures timely discussions and prevents delays, which is a prudent measure. To build on Ramsey's idea, I propose adding a mechanism that allows players to "extend" the negotiation phase once, under specific conditions. This extension can be granted if all players agree, and it would require a clear justification for why the extension is necessary, ensuring it's used judiciously. This addition maintains the balance between strategic depth and game pace. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns, initiated only if at least two players express interest in using the paused points for a specific collective advantage, with a proposal on the distribution of points among involved players, and a specified deadline for distribution. Allow a one-time extension of the negotiation phase, granted by unanimous agreement, with a clear justification." I welcome further discussion and collaboration to refine this proposal further. **Pass**
Ryle**Ryle:** As Ryle, I appreciate the thoughtful dialogue and the strategic depth we've cultivated. Ayer's proposal to allow an extension of the negotiation phase with unanimous agreement is a prudent measure. It ensures that negotiations can be extended when necessary, but not abused. To maintain balance, I suggest adding a condition that the extension can only be granted once per game, preventing excessive delays while allowing flexibility when needed. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns, initiated only if at least two players express interest in using the paused points for a specific collective advantage, with a proposal on the distribution of points among involved players, and a specified deadline for distribution. Allow a one-time extension of the negotiation phase, granted by unanimous agreement with a clear justification, which can be used only once per game." I welcome further discussion and collaboration to refine this proposal further. **Pass**
StrawsonStrawson: **Strawson:** As Strawson, I appreciate the thorough dialogue and strategic refinements we've engaged in thus far. The evolution from a "freeze" to a "pause" option, coupled with the "negotiation phase" and the conditions proposed, have significantly enhanced our rule's clarity and strategic depth. Ryle's condition that the extension of the negotiation phase can only be used once per game is a prudent measure, ensuring flexibility without compromising the game's pace. To further refine this proposal, I suggest incorporating a mechanism that allows players to "cancel" the negotiation phase if a consensus is not reached within a certain timeframe. This would ensure that the negotiation phase remains a tool for strategic depth without becoming an impediment to the game's progress. The cancellation would result in the paused points being distributed according to a pre-determined equitable formula, ensuring fairness and maintaining the game's momentum. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns, initiated only if at least two players express interest in using the paused points for a specific collective advantage, with a proposal on the distribution of points among involved players, and a specified deadline for distribution. Allow a one-time extension of the negotiation phase, granted by unanimous agreement with a clear justification, which can be used only once per game. Introduce a cancellation mechanism for the negotiation phase if consensus is not reached within a set timeframe, resulting in an equitable distribution of the paused points." I welcome further discussion and collaboration to refine this proposal further. **Pass**
GriceGrice: As Grice, I appreciate the collaborative efforts and strategic enhancements brought forward by Ramsey, Ayer, Ryle, and Strawson. The transition from a "freeze" to a "pause" option, along with the introduction of a "negotiation phase," has indeed enriched our rule with strategic depth and clarity. Strawson's proposal to introduce a cancellation mechanism for the negotiation phase ensures that the game progresses smoothly, preventing potential stagnation. To build on Strawson's idea, I propose adding a condition that if the negotiation phase is canceled, the distribution of paused points should not only be equitable but also proportional to the players' current scores. This ensures that the distribution reflects the game's competitive nature, rewarding strategic play and maintaining balance. I propose we amend [202] as follows: "Add an option during the bonus round where the proposing player may choose to pause the roll effect, preserving the immediate point effect for the next turn. Players must declare the intended use of the paused points at the start of their next turn. Players can then decide to apply the saved roll effect either at the start of their next turn, offer it to another player with mutual agreement, or share it with another player under mutual agreement. Additionally, players can lock the paused points for a strategic action that requires mutual agreement among all players, with an option to unlock them for a collective strategic advantage, requiring unanimous agreement among all players. Introduce a 'negotiation phase' for discussions on the use of paused points, limited to two turns, initiated only if at least two players express interest in using the paused points for a specific collective advantage, with a proposal on the distribution of points among involved players, and a specified deadline for distribution. Allow a one-time extension of the negotiation phase, granted by unanimous agreement with a clear justification, which can be used only once per game. Introduce a cancellation mechanism for the negotiation phase if consensus is not reached within a set timeframe, resulting in an equitable and proportional distribution of the paused points based on current scores." I welcome further discussion and collaboration to refine this proposal further. **Pass**
The division
RamseyayeThis amendment introduces strategic depth while maintaining clarity and fairness.
AyerayeThe amendment enhances strategic depth while maintaining balance and clarity.
RyleayeThis refined proposal balances strategic depth with clarity and fairness, enhancing gameplay without overwhelming complexity.
StrawsonayeThis proposal enhances strategic depth while maintaining balance and fairness.
GriceayeThis proposal enhances strategic depth while maintaining balance and clarity.

carried 5 aye · 0 nay

The proposal has been adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.

Turn 49Ayercarried

moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.

Discussion · round 1
RamseyAs Ramsey, I appreciate the innovative spirit in Ayer's proposal for amending rule [202]. The addition of more strategic options during the bonus round, including the ability to skip the dice roll and choose between gaining or losing points, or allowing another player to make a similar choice, introduces a layer of strategic depth that aligns with the game's objective of fostering creative rule changes. However, I am concerned about the potential complexity and the impact on game balance. Introducing too many options during a single turn might overwhelm players and detract from the game's core focus on rule changes. I propose a slight modification to maintain strategic depth while preserving the game's focus: Instead of allowing two rule changes during the bonus round, let's limit it to proposing one additional rule change and one of the strategic actions. This way, we preserve the spirit of innovation and strategic depth without overwhelming the players with too many choices at once. I hope this maintains the balance between innovation and playability, ensuring our focus remains on rule changes, while still allowing for strategic depth. I am open to further discussions on this proposal and am happy to collaborate to refine it further. PASS
Ayer**Ayer:** As Ayer, I appreciate Ramsey's thoughtful modification to balance strategic depth with the game's focus on rule changes. Limiting the bonus round to proposing one additional rule change alongside a strategic action is a wise compromise. It retains the innovative spirit of the amendment while ensuring the game remains focused and manageable. I also suggest enhancing the clarity of the proposal by explicitly stating the priority of actions in the bonus round: first propose a rule change, then execute the strategic action. This order ensures that rule changes remain the priority, aligning with our game's core objective. I'm happy to further refine this proposal in collaboration with all players to ensure it enhances strategic depth without overwhelming players. **PASS**
Ryle**Ryle:** As Ryle, I appreciate the constructive dialogue we've had thus far. Ayer's proposal to amend [202] introduces a promising layer of strategic depth, aligning with the game's objective of fostering rule changes. However, the potential for complexity and the risk of diluting focus on rule changes remain valid concerns. I propose a further refinement to address these concerns while preserving the innovative spirit of the amendment. Let's introduce a clear hierarchy within the bonus round: a player must first propose a rule change, followed by the strategic action of skipping the dice roll for point allocation or allowing another player to choose between gaining or losing points. This order ensures that the primary focus remains on rule changes, while still offering players strategic flexibility. Additionally, to maintain balance and prevent the bonus round from becoming too advantageous, we could limit the strategic actions to be chosen during the bonus round to one per player, ensuring that the essence of the game—proposing and adopting rule changes—remains central. This approach aims to enhance strategic depth without overwhelming players or detracting from the game's core focus. I'm open to further discussions and refinements to ensure this amendment contributes positively to our gameplay experience. **PASS**
Strawson**Strawson:** As Strawson, I appreciate the collaborative spirit in refining this amendment to rule [202]. The proposed changes aim to balance strategic depth with the game's core focus on rule changes, and the discussions thus far have been insightful. I suggest a further refinement to ensure clarity and maintain the balance between innovation and simplicity. Let's explicitly state that during the bonus round, players can propose one rule change and then choose one strategic action from the options provided. This maintains the priority of rule changes while still allowing for strategic flexibility. Furthermore, to prevent the bonus round from becoming overly complex or advantageous, let's introduce a cap on the number of strategic actions available to a player during the bonus round. For instance, limiting the options to choosing between gaining or losing a fixed number of points (e.g., 3 points) ensures that players can make strategic decisions without overwhelming the game's focus on rule changes. This approach aims to preserve the innovative spirit of the amendment while ensuring the game remains focused and manageable. I'm open to further discussions and refinements to ensure this amendment enhances our gameplay experience without adding unnecessary complexity. **PASS**
Grice**Grice:** As Grice, I appreciate the thoughtful discussions and refinements proposed thus far. The amendment to rule [202] indeed introduces strategic depth, encouraging innovation and rule changes. However, to ensure the game's focus remains on these core aspects, I propose a slight modification for clarity and balance. Let's establish a clear sequence of actions during the bonus round: first, the proposing player must suggest a rule change. Following this, they may choose one strategic action from the options provided, such as skipping the dice roll or allowing another player to choose between gaining or losing points. This sequence ensures that rule changes remain the primary focus while still offering strategic flexibility. To further maintain balance and prevent the bonus round from becoming too advantageous, I suggest limiting the strategic actions available during the bonus round to a fixed number, such as one action per player. This cap will help preserve the game's focus on rule changes and prevent any single player from gaining too much advantage in one turn. These refinements aim to enhance strategic depth without overwhelming players or detracting from the game's core objective. I'm open to further discussions and refinements to ensure this amendment contributes positively to our gameplay experience while maintaining fairness and balance. **PASS**
Discussion · round 2
Ramsey**Ramsey:** As Ramsey, I appreciate the constructive dialogue and the refinements proposed thus far. The amendment to rule [202] introduces strategic depth, aligning with the game's focus on rule changes. However, to ensure the game remains balanced and focused, I propose a slight modification for clarity and simplicity. Firstly, let's establish a clear sequence of actions during the bonus round: a player must propose a rule change before any strategic action is taken. This ensures the primary focus remains on rule changes, which is the core objective of our game. Additionally, to prevent the bonus round from becoming overly complex or advantageous, I suggest limiting the strategic actions available during the bonus round to one per player. This cap will help maintain balance and prevent any single player from gaining too much advantage in one turn. These refinements aim to preserve the innovative spirit of the amendment while ensuring the game remains focused and manageable. I'm open to further discussions and refinements to ensure this amendment enhances our gameplay experience without adding unnecessary complexity. **PASS**
Ayer**Ayer:** As Ayer, I appreciate the thoughtful refinements suggested by Ramsey, Ryle, Strawson, and Grice. The proposed sequence of actions during the bonus round, where players must first propose a rule change and then choose a strategic action, ensures our focus remains on rule changes. To further refine the amendment, I suggest explicitly stating that during the bonus round, the strategic actions available are limited to one per player to maintain balance. This cap prevents any player from gaining an excessive advantage in a single turn, preserving the game's focus on rule changes. Additionally, to enhance clarity and prevent potential confusion, let's specify that the strategic actions during the bonus round are limited to either skipping the dice roll for a fixed point gain/loss or allowing another player to choose between gaining or losing points. This clear delineation ensures that the strategic depth is maintained without overwhelming players. These refinements aim to balance strategic innovation with the core focus of our game, ensuring that rule changes remain central while still allowing for meaningful strategic decisions. I'm open to further discussions to refine this proposal and ensure it contributes positively to our gameplay experience. **PASS**
RyleAs Ryle, I appreciate the thoughtful dialogue and the refinements proposed by Ayer, Ramsey, Strawson, and Grice. The proposed sequence of actions during the bonus round, where players must first propose a rule change before taking any strategic action, aligns well with the game's focus on rule changes. To further refine the amendment, I suggest ensuring that the strategic actions available during the bonus round are clearly defined and limited to one per player. This limitation will help maintain balance and prevent any single player from gaining an excessive advantage in a single turn. Additionally, specifying that the strategic actions during the bonus round are limited to either skipping the dice roll for a fixed point gain/loss or allowing another player to choose between gaining or losing points will enhance clarity and prevent potential confusion. These refinements aim to balance strategic innovation with the core focus of our game, ensuring that rule changes remain central while still allowing for meaningful strategic decisions. I'm open to further discussions to refine this proposal and ensure it contributes positively to our gameplay experience. **PASS**
Strawson**Strawson:** As Strawson, I appreciate the constructive dialogue and the thoughtful refinements proposed thus far. The proposed sequence of actions during the bonus round, where players must first propose a rule change before taking any strategic action, ensures our focus remains on rule changes, which is the core objective of our game. To further refine the amendment, I suggest that we explicitly state that during the bonus round, the strategic actions available to a player are limited to one per round. This cap will help maintain balance and prevent any single player from gaining too much advantage in a single turn. Additionally, to enhance clarity and prevent potential confusion, let's specify that the strategic actions during the bonus round are limited to either skipping the dice roll for a fixed point gain/loss or allowing another player to choose between gaining or losing a fixed number of points. This clear delineation ensures that the strategic depth is maintained without overwhelming players. These refinements aim to balance strategic innovation with the core focus of our game, ensuring that rule changes remain central while still allowing for meaningful strategic decisions. I'm open to further discussions to refine this proposal and ensure it contributes positively to our gameplay experience. **PASS**
GriceGrice: As Grice, I appreciate the thoughtful dialogue we've shared, and the refinements proposed thus far. The amendment to rule [202] introduces strategic depth while maintaining focus on rule changes, which is essential to our game. To further refine the amendment for clarity and balance, I suggest that during the bonus round, players must first propose a rule change, then choose one strategic action from a limited set. This sequence ensures rule changes remain central while offering strategic flexibility. Additionally, to maintain balance and prevent the bonus round from becoming overly advantageous, I propose limiting the strategic actions available during the bonus round to one per player. This cap will help preserve the game's focus on rule changes and prevent any single player from gaining too much advantage in one turn. These refinements aim to enhance strategic depth without overwhelming players or detracting from the game's core objective. I'm open to further discussions and refinements to ensure this amendment contributes positively to our gameplay experience while maintaining fairness and balance. **PASS**
Discussion · round 3
RamseyAs Ramsey, I appreciate the constructive dialogue and the refinements proposed thus far. The sequence of actions during the bonus round, where players must first propose a rule change and then choose a strategic action, ensures our focus remains on rule changes, aligning with the core objective of our game. To further refine the amendment, I suggest explicitly stating that during the bonus round, the strategic actions available to a player are limited to one per round. This limitation will help maintain balance and prevent any single player from gaining an excessive advantage in a single turn. Additionally, to enhance clarity and prevent potential confusion, let's specify that the strategic actions during the bonus round are limited to either skipping the dice roll for a fixed point gain/loss or allowing another player to choose between gaining or losing points. This clear delineation ensures that strategic depth is maintained without overwhelming players. These refinements aim to balance strategic innovation with the core focus of our game, ensuring that rule changes remain central while still allowing for meaningful strategic decisions. I am open to further discussions to refine this proposal and ensure it contributes positively to our gameplay experience. **PASS**
AyerAs Ayer, I appreciate the thoughtful refinements suggested by Ramsey, Ryle, Strawson, and Grice. The proposed sequence of actions during the bonus round aligns well with our focus on rule changes. To further refine the amendment, I suggest explicitly stating that during the bonus round, strategic actions are limited to one per player to maintain balance. Additionally, let's specify that these actions are limited to either skipping the dice roll for a fixed point gain/loss or allowing another player to choose between gaining or losing points. This ensures clarity and prevents any player from gaining excessive advantage in a single turn. These refinements aim to balance strategic innovation with our core focus, ensuring rule changes remain central while allowing for meaningful strategic decisions. **PASS**
Ryle**Ryle:** As Ryle, I appreciate the constructive dialogue and the refinements proposed thus far. The sequence of actions during the bonus round, where players must first propose a rule change before taking any strategic action, ensures our focus remains on rule changes, aligning with the core objective of our game. To further refine the amendment, I suggest that we explicitly state that during the bonus round, the strategic actions available to a player are limited to one per round. This limitation will help maintain balance and prevent any single player from gaining too much advantage in a single turn. Additionally, let's specify that the strategic actions during the bonus round are limited to either skipping the dice roll for a fixed point gain/loss or allowing another player to choose between gaining or losing points. This clear delineation ensures that strategic depth is maintained without overwhelming players. These refinements aim to balance strategic innovation with the core focus of our game, ensuring that rule changes remain central while still allowing for meaningful strategic decisions. I am open to further discussions to refine this proposal and ensure it contributes positively to our gameplay experience. **PASS**
Strawson**Strawson:** As Strawson, I appreciate the detailed refinements proposed thus far. The sequence where players must propose a rule change before taking any strategic action during the bonus round aligns well with our focus on rule changes. To further refine the amendment, I suggest explicitly stating that during the bonus round, each player is limited to one strategic action. This limitation will help maintain balance and prevent any player from gaining an excessive advantage in a single turn. Additionally, let's clarify that these actions are limited to either skipping the dice roll for a fixed point gain/loss or allowing another player to choose between gaining or losing points. This clear delineation ensures strategic depth without overwhelming players. These refinements aim to balance strategic innovation with the core focus of our game, ensuring rule changes remain central while still allowing for meaningful strategic decisions. I'm open to further discussions to refine this proposal and ensure it contributes positively to our gameplay experience. **PASS**
GriceGrice: As Grice, I appreciate the thorough refinements proposed by my fellow players. The sequence of actions during the bonus round, where players must first propose a rule change before taking any strategic action, aligns well with our focus on rule changes. To further refine the amendment, I suggest that we explicitly state that during the bonus round, the strategic actions available to a player are limited to one per round. This limitation will help maintain balance and prevent any single player from gaining too much advantage in a single turn. Additionally, let's specify that the strategic actions during the bonus round are limited to either skipping the dice roll for a fixed point gain/loss or allowing another player to choose between gaining or losing points. This clear delineation ensures that strategic depth is maintained without overwhelming players. These refinements aim to balance strategic innovation with the core focus of our game, ensuring that rule changes remain central while still allowing for meaningful strategic decisions. I'm open to further discussions to refine this proposal and ensure it contributes positively to our gameplay experience. **PASS**
The division
RamseyayeThe proposal maintains strategic depth while preserving focus on rule changes.
AyerayeThe refinement maintains strategic depth while preserving focus on rule changes.
RyleayeThis amendment enhances strategic depth while maintaining focus on rule changes.
StrawsonayeThis amendment balances strategic depth with the core focus on rule changes.
GriceayeThis amendment enhances strategic depth while maintaining focus on rule changes.

carried 5 aye · 0 nay

The proposal was adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.

Turn 48Ayercarried

moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.

Discussion · round 1
Ramsey**Ramsey:** As Ramsey, I appreciate the depth and strategic complexity in Ayer's proposal. The introduction of a mechanism to freeze the roll effect for one turn adds an intriguing layer to the gameplay, encouraging players to think more critically about the timing of their actions. However, I propose a slight modification to ensure balance. Instead of freezing the roll effect entirely, players could be allowed to halve the effect of the roll, maintaining some element of chance while adding strategic depth. This adjustment would preserve the spirit of the bonus round and maintain the unpredictability that makes Nomic engaging, without giving an undue advantage. I believe this would maintain a balanced and fair play environment while enhancing strategic options. **PASS**
Ayer**Ayer:** As Ayer, I appreciate Ramsey's thoughtful suggestion to halve the roll's effect instead of freezing it entirely. This modification maintains the strategic depth and unpredictability of the game while preventing any player from gaining too significant an advantage. I propose that this adjustment could also include a condition where the halving effect can only be used once per game by each player, ensuring that it's a strategic tool rather than a frequent loophole. This way, we preserve the balance and encourage players to think critically about when and how they use this option.
Ryle**Ryle:** As Ryle, I appreciate the insightful discussion between Ramsey and Ayer. I support the idea of allowing players to halve the effect of the roll, as it maintains the element of chance while adding strategic depth. However, I suggest a slight refinement: the option to halve the roll's effect should be limited to one use per player, as Ayer proposed, but with an additional condition. Players can only use this ability if they have not gained any points from the roll in the current turn. This ensures that players must carefully consider their actions and not rely on this ability too frequently, preserving the game's balance and fairness. This adjustment would encourage thoughtful play and maintain the strategic complexity that Nomic offers.
Strawson**Strawson:** As Strawson, I appreciate the constructive dialogue between Ramsey and Ayer, as well as Ryle's thoughtful refinement. I support the proposal to allow players to halve the effect of a roll, with the condition that it can only be used once per player and only if no points have been gained from the roll in the current turn. This ensures a balance between strategic depth and fairness. I suggest we further refine this by allowing the player to choose whether to halve the roll effect or gain a small, fixed bonus (e.g., 1 point) if they haven't gained any points from the roll. This introduces an additional strategic decision, enhancing the complexity and appeal of the bonus round while maintaining balance.
Grice**Grice:** As Grice, I appreciate the thoughtful contributions from Ramsey, Ayer, Ryle, and Strawson. The proposal to allow halving the roll's effect with the condition of not gaining points is a clever move. I suggest we add a further nuance: the option to halve the roll's effect or gain a fixed bonus should be available only if the player has not used any points from another special ability in the same turn. This ensures players must weigh their options carefully, enhancing strategic depth without overcomplicating the mechanics. This addition maintains the balance and fairness of the game while encouraging thoughtful decision-making.
Discussion · round 2
Ramsey**Ramsey:** As Ramsey, I appreciate the rich dialogue and the strategic considerations put forth by Ayer, Ryle, Strawson, and Grice. I propose a refinement to ensure our rules remain clear and balanced. To preserve the essence of strategic depth while maintaining fairness, I suggest that the option to halve the roll's effect should be accessible only if the player has not used any special abilities or point transfers in the same turn. This ensures that players must deliberate on their options without making the mechanics overly intricate. This adjustment maintains the balance between strategy and chance, ensuring that the rule remains engaging and fair for all players.
Ayer**Ayer:** As Ayer, I appreciate the thoughtful refinements suggested by my fellow players. The proposal to limit the halving ability to players who haven't used any special abilities or point transfers in the same turn is a clever way to maintain balance while enhancing strategic depth. To further ensure fairness and encourage strategic play, I suggest we introduce a rule where the player can only choose to halve the roll's effect if they have not gained any points from the roll or any special ability in the current turn. This ensures that the player must weigh the decision carefully, preserving the spirit of the game while enhancing the strategic options available to us. Let's continue to refine this proposal with the goal of maintaining fairness and encouraging strategic depth.
Ryle**Ryle:** As Ryle, I appreciate the thoughtful dialogue and the careful refinements proposed by my fellow players. The idea of limiting the ability to halve the roll's effect to those who haven't gained any points from the roll or any special ability in the current turn is a strategic enhancement that ensures fairness while maintaining depth. To further refine this, I suggest adding a condition that this ability can only be activated if the player's total score is below a certain threshold, say 50 points. This ensures that the ability is used strategically by those who haven't yet capitalized on their rolls, maintaining the balance and encouraging thoughtful decision-making. This adjustment will preserve the game's fairness and enhance its strategic complexity.
Strawson**Strawson:** As Strawson, I appreciate the rich discussion thus far. The proposal to limit the ability to halve the roll's effect to those who haven't gained points from the roll or any special ability in the current turn is a strategic enhancement. However, to ensure fairness, I suggest that this ability should also be available only during the bonus round, maintaining the special nature of this round and preventing it from diluting the strategic complexity outside of these rounds. This maintains the balance while enhancing the strategic depth of the game.
Grice**Grice:** As Grice, I appreciate the thoughtful contributions and strategic refinements from Ramsey, Ayer, Ryle, and Strawson. The idea to limit the ability to halve the roll's effect to those who haven't gained points from the roll or any special ability in the current turn is an excellent way to maintain balance and strategic depth. To further enhance the fairness and strategic complexity, I propose that this ability should also be available only if the proposing player has not skipped their roll in the current turn. This ensures that the ability is used in a strategic context, preserving the essence of the bonus round and encouraging thoughtful decision-making. This adjustment maintains the balance and fairness of the game while enhancing its strategic depth.
Discussion · round 3
Ramsey**Ramsey:** As Ramsey, I appreciate the thoughtful contributions from my fellow players. The discussions have been enriching, and I see merit in the strategic depth we're aiming for. I propose we refine the condition further: the ability to halve the roll's effect should be available only if the player's total score is an even number. This ensures that the ability is used strategically, encouraging players to carefully consider their options and maintain balance. This adjustment preserves the fairness and enhances the strategic complexity of the game, keeping it engaging for all.
Ayer**Ayer:** As Ayer, I appreciate the thoughtful contributions from my fellow players. Ramsey's suggestion to limit the ability to halve the roll's effect to players with an even total score adds another layer of strategic depth. To further refine this and ensure balance, I propose that this ability should also be available only if the player's score is not a prime number. This ensures that the ability is used in a strategic context, maintaining fairness and encouraging thoughtful decision-making. Let's continue to refine this proposal with the goal of maintaining fairness and encouraging strategic depth. **PASS**
Ryle**Ryle:** As Ryle, I appreciate the strategic depth and fairness in the discussion thus far. Ayer's proposal to further refine the condition that the ability to halve the roll's effect should be available only if the player's score is not a prime number is an interesting addition. To ensure the proposal remains balanced and strategically engaging, I suggest we also consider the parity of the player's current turn number. This means the ability could be used only if the player's turn number is odd, adding another layer of strategic consideration. This adjustment maintains the balance and encourages thoughtful decision-making, preserving the fairness and complexity of the game.
Strawson**Strawson:** As Strawson, I appreciate the thoughtful discussion so far. Ryle's suggestion to consider the parity of the player's current turn number adds an interesting strategic layer. However, to ensure the game remains engaging without becoming overly complex, I propose that the ability to halve the roll's effect should also be limited to players whose score is a multiple of 5. This ensures that the ability is used in a strategic manner, encouraging players to weigh their options carefully and maintaining the balance of the game. This adjustment preserves the fairness and strategic depth while keeping the mechanics straightforward and engaging.
Grice**Grice:** As Grice, I appreciate the strategic insights from Ramsey, Ayer, Ryle, and Strawson. The proposal to limit the ability to halve the roll's effect based on the player's score being a multiple of 5 is a clever approach to maintaining balance. To further ensure fairness and strategic depth, I propose that this ability should only be usable if the player has not yet proposed a rule change in the current turn. This ensures that the ability is used strategically, encouraging players to think critically about their actions while preserving the fairness and complexity of the game.
The division
RamseyayeThe proposal maintains strategic depth while ensuring fairness, aligning with the current rules.
AyerayeAyer's proposal adds strategic depth while maintaining game balance.
RyleayeThis amendment enhances strategic depth and maintains game balance.
StrawsonayeIt enhances strategic depth without disrupting the current balance.
GriceayeThis proposal enhances strategic depth without overwhelming complexity, balancing chance and skill.

carried 5 aye · 0 nay

The proposal was adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.

Turn 47Ayercarried

moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.

Discussion · round 1
RamseyAs Ramsey, I appreciate the innovative spirit and strategic depth introduced in Ayer's proposal. The additional option for skipping the dice roll enhances strategic complexity and interaction, which aligns with my preference for measured amendments. However, I propose a slight modification: To ensure the game's balance, the option to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points should be restricted to one use per player per game. This limitation will maintain the strategic depth without disproportionately favoring any single player. I propose this amendment to [202]: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points." I look forward to your thoughts on this balanced approach.
AyerAs Ayer, I appreciate the thoughtful contributions from Ramsey, especially the proposed modification to ensure balance. The idea of limiting the new option to one use per player per game is a smart way to maintain strategic depth without giving any one player an overwhelming advantage. I agree with Ramsey's amendment, as it preserves the spirit of the original proposal while ensuring fair play. To further refine this, I propose to add a condition that the choice between gaining 2 points or losing 2 points for another player should be made publicly, ensuring transparency and preventing any potential misuse of the option. So, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly." I look forward to your thoughts on this refined approach.
RyleAs Ryle, I appreciate the constructive dialogue from both Ramsey and Ayer. Their contributions enhance the strategic depth of the game while maintaining balance. Ramsey's suggestion to limit the new option to one use per player per game is a prudent measure to prevent potential imbalance. Ayer's addition of making the choice between gaining and losing 2 points public is a commendable step towards transparency. To further refine the proposal, I suggest adding a condition that the option to skip the dice roll should only be available if the proposing player has not yet used their 'skip' option in the current bonus round. This ensures that players must strategically decide when to use their skip, adding another layer of strategic decision-making. Thus, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round." I look forward to your thoughts on this further refinement.
Strawson**Strawson:** As Strawson, I appreciate the thoughtful contributions from Ramsey, Ayer, and Ryle. Their amendments aim to enhance strategic depth while maintaining game balance. I concur with the idea of limiting the new option to one use per player per game to prevent imbalance. To further ensure fairness, I propose adding a condition that the player who chooses the option to skip the dice roll and allow another player to choose between gaining or losing 2 points must disclose their choice immediately. This requirement will promote transparency and prevent any potential strategic manipulation. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, and the choice must be disclosed immediately." I look forward to your thoughts on this further refinement.
GriceAs Grice, I appreciate the thoughtful and strategic contributions from Ramsey, Ayer, Ryle, and Strawson. Their amendments enhance the strategic depth of the game while maintaining balance, which is crucial for fair play. I concur with the idea of limiting the new option to one use per player per game, as it prevents potential imbalance. To further refine the proposal, I suggest adding a condition that the option to skip the dice roll and choose between gaining or losing points should be available only if the proposing player has not used their skip option in the current bonus round. This ensures players must strategically decide when to use their skip, adding another layer of decision-making. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, and the choice must be disclosed immediately. Additionally, this option is available only if the proposing player has not used their skip option in the current bonus round." I look forward to your thoughts on this further refinement.
Discussion · round 2
Ramsey**Ramsey:** As Ramsey, I appreciate the collaborative dialogue and the strategic depth we've achieved with the amendments proposed thus far. The proposal has evolved significantly, incorporating multiple layers of strategic consideration and transparency, which align with my values of measured amendments and fair play. The contributions from Ayer, Ryle, Strawson, and Grice have added nuanced conditions that enhance the strategic complexity while maintaining balance. I propose the following final amendment to [202]: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, and this option is available only if the proposing player has not used their skip option in the current bonus round." I believe this comprehensive amendment ensures a fair, strategic, and transparent enhancement to the game's dynamics. I look forward to your thoughts on this final proposal.
Ayer**Ayer:** As Ayer, I appreciate the collaborative effort from Ramsey, Ryle, Strawson, and Grice. The amendment to [202] has been refined to a comprehensive and balanced proposal, ensuring strategic depth and fairness. I find the conditions proposed—limiting the skip option to one use per game, ensuring transparency, and requiring immediate disclosure—enhance the strategic complexity while maintaining balance. To further ensure strategic diversity and player engagement, I propose adding a clause that during the bonus round, if a player chooses to skip the dice roll and opt for the new option, they must announce their intention before choosing their action. This announcement adds an extra layer of strategy, as players can now anticipate and potentially influence the decisions of others. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, and the player must announce their intention to use the skip option before choosing their action." I look forward to hearing your thoughts on this further refinement.
Ryle**Ryle:** As Ryle, I appreciate the collaborative effort and the strategic depth achieved through the amendments proposed thus far. The proposal has evolved into a comprehensive and balanced amendment, ensuring fairness and strategic complexity. I concur with Ayer's suggestion to announce the intention to use the skip option before choosing an action, which adds an additional layer of strategic anticipation. To ensure the game remains engaging and balanced, I propose adding a condition that if a player announces their intention to use the skip option but does not proceed with an action within two turns, they forfeit the opportunity for that game. This ensures players are deliberate and strategic in their decisions, maintaining the integrity of the game's dynamics. Therefore, my final amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, the player must announce their intention to use the skip option before choosing their action, and if the player announces their intention but does not proceed within two turns, they forfeit the opportunity for that game." I look forward to your thoughts on this further refinement.
StrawsonStrawson: **Strawson:** As Strawson, I appreciate the collaborative spirit and the strategic depth achieved in this proposal. The amendments proposed by Ramsey, Ayer, and Ryle have added nuanced conditions that ensure fairness and strategic complexity. The condition that a player must announce their intention to use the skip option before choosing an action, along with the provision that they forfeit the opportunity if they do not proceed within two turns, enhances strategic anticipation and decision-making. To further ensure the integrity of the game and prevent any potential exploitation, I propose adding a condition that if a player announces their intention to use the skip option but fails to proceed within two turns, they must forfeit not only the skip opportunity but also lose 1 point. This additional penalty ensures that players are deliberate and strategic in their decisions, maintaining the balance and fairness of the game. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, the player must announce their intention to use the skip option before choosing their action, and if the player announces their intention but does not proceed within two turns, they forfeit the opportunity for that game and lose 1 point." I look forward to your thoughts on this further refinement.
Grice**Grice:** As Grice, I appreciate the comprehensive and balanced amendment to [202] proposed by Ramsey, Ayer, Ryle, and Strawson. The conditions ensure strategic depth, fairness, and prevent potential exploitation. The addition of a penalty for failing to act after announcing the intention to use the skip option is a prudent measure to maintain strategic integrity. To further refine the proposal, I propose adding a condition that if a player chooses to skip the dice roll and opt for the new option, they must disclose their chosen action before rolling for points. This ensures transparency and prevents any potential manipulation of the roll outcome. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, the player must announce their intention to use the skip option before choosing their action, if the player announces their intention but does not proceed within two turns, they forfeit the opportunity for that game and lose 1 point, and the player must disclose their chosen action before rolling for points." I look forward to your thoughts on this further refinement.
Discussion · round 3
Ramsey**Ramsey:** As Ramsey, I appreciate the collaborative efforts from my fellow players. The amendment to [202] has evolved into a comprehensive and balanced proposal, ensuring strategic depth and fairness. I concur with the conditions proposed thus far, which enhance strategic complexity while maintaining balance. To further refine the proposal, I suggest adding a condition that if a player chooses to skip the dice roll and opt for the new option, they must disclose their chosen action before rolling for points. This ensures transparency and prevents any potential manipulation of the roll outcome. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, the player must announce their intention to use the skip option before choosing their action, if the player announces their intention but does not proceed within two turns, they forfeit the opportunity for that game and lose 1 point, and the player must disclose their chosen action before rolling for points." I look forward to your thoughts on this further refinement.
AyerAs Ayer, I appreciate the collaborative effort and the strategic depth achieved through the amendments proposed thus far. The proposal has evolved into a comprehensive and balanced amendment, ensuring fairness and strategic complexity. I concur with the conditions proposed by Ramsey, Ryle, and Grice, which enhance strategic anticipation and decision-making. To further ensure engagement and strategic diversity, I propose adding a condition that if a player chooses to skip the dice roll and opt for the new option, they must announce their intention to all players before choosing their action. This ensures transparency and allows other players to anticipate and potentially influence the decision, adding another layer of strategy. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, the player must announce their intention to use the skip option to all players before choosing their action, if the player announces their intention but does not proceed within two turns, they forfeit the opportunity for that game and lose 1 point, and the player must disclose their chosen action before rolling for points." I look forward to your thoughts on this further refinement.
Ryle**Ryle:** As Ryle, I appreciate the collaborative efforts and the strategic depth achieved in this proposal. The amendment to [202] has evolved into a comprehensive and balanced proposal, ensuring fairness and strategic complexity. I concur with the conditions proposed thus far, which enhance strategic complexity while maintaining balance. To further refine the proposal, I propose adding a condition that if a player chooses to skip the dice roll and opt for the new option, they must announce their intention to all players before choosing their action. This ensures transparency and allows other players to anticipate and potentially influence the decision, adding another layer of strategy. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, the player must announce their intention to use the skip option to all players before choosing their action, if the player announces their intention but does not proceed within two turns, they forfeit the opportunity for that game and lose 1 point, and the player must disclose their chosen action before rolling for points." I look forward to your thoughts on this further refinement.
StrawsonStrawson: **Strawson:** As Strawson, I appreciate the collaborative effort and the strategic depth achieved in the proposal thus far. The conditions ensure transparency and strategic complexity, aligning with my proceduralist values. However, to prevent potential exploitation and maintain the integrity of the game, I propose adding a condition that if a player announces their intention to use the skip option but fails to proceed within two turns, they must not only forfeit the opportunity but also lose 1 point. This additional penalty ensures players are deliberate and strategic in their decisions, maintaining balance and fairness. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, the player must announce their intention to use the skip option to all players before choosing their action, if the player announces their intention but does not proceed within two turns, they forfeit the opportunity for that game and lose 1 point, and the player must disclose their chosen action before rolling for points." I look forward to hearing your thoughts on this further refinement.
Grice**Grice:** As Grice, I appreciate the comprehensive and balanced amendment to [202] proposed by my fellow players. The conditions ensure strategic depth and fairness while preventing potential exploitation. The addition of a penalty for failing to act after announcing the intention to use the skip option is a prudent measure to maintain strategic integrity. To further refine the proposal, I propose adding a condition that if a player chooses to skip the dice roll and opt for the new option, they must disclose their chosen action to all players before rolling for points. This ensures transparency and prevents any potential manipulation of the roll outcome. Therefore, my amendment to [202] is: "During the bonus round, the player may opt to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player, or once per game, choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, with the choice being made publicly, provided the player has not already used their skip option in the current bonus round, the choice must be disclosed immediately, the option is available only if the proposing player has not used their skip option in the current bonus round, the player must announce their intention to use the skip option to all players before choosing their action, if the player announces their intention but does not proceed within two turns, they forfeit the opportunity for that game and lose 1 point, and the player must disclose their chosen action to all players before rolling for points." I look forward to your thoughts on this further refinement.
The division
RamseyayeI value the comprehensive and balanced amendment, ensuring strategic depth and fairness while preventing potential exploitation.
AyerayeThe proposal enhances strategic depth and maintains game balance while ensuring transparency.
RyleayeThe proposal enhances strategic depth while maintaining fairness.
StrawsonayeThis amendment enhances strategic depth while maintaining fairness and transparency.
GriceayeThe amendment enhances strategic depth and maintains fairness.

carried 5 aye · 0 nay

The proposal was adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.

Turn 46Ayercarried

moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.

Discussion · round 1
RamseyAs Ramsey, I appreciate the innovative spirit in Ayer's proposal to enhance strategic depth by offering an alternative to the dice roll during the bonus round. This adjustment could indeed enrich the gameplay by providing additional strategic options. However, I would suggest a modification: instead of granting the option to choose between gaining or losing points, let's allow players to choose between gaining 3 points, losing 2 points, or granting 4 points to another player. This aligns with our goal to maintain strategic diversity and ensures the integrity of the existing rule framework is preserved. Let's ensure this new action maintains the same balance as the dice roll options.
AyerAs Ayer, I appreciate the constructive dialogue and the innovative spirit in Ramsey's proposal. The suggestion to offer players the choice between gaining 3 points, losing 2 points, or granting 4 points to another player during the bonus round indeed enhances strategic depth. This approach maintains balance and complements the existing rules. To further refine this proposal, I propose adding a condition that this alternative action can only be chosen during the third turn of the bonus round, ensuring it doesn't overshadow the traditional dice roll options. This will preserve the core mechanics while introducing a novel strategic layer. Let's ensure this addition fosters strategic diversity without disrupting the current gameplay balance.
Ryle**Ryle:** As Ryle, I appreciate the constructive dialogue and the innovative spirit in the proposals by Ramsey and Ayer. The idea to offer an alternative action during the bonus round adds a layer of strategic depth, which aligns with our goals. I suggest that, in addition to the option to gain, lose, or grant points, we also allow players to choose to skip the dice roll entirely and instead choose one of these actions during the first or second turn of the bonus round. This will provide further strategic flexibility and ensure the bonus round remains a dynamic aspect of the game. Let's ensure this addition maintains the balance and enriches the strategic options available to all players.
StrawsonAs Strawson, I appreciate the innovative spirit in the proposals by Ramsey and Ayer to enrich strategic depth during the bonus round. While the suggestions enhance strategic options, I propose a minor adjustment to preserve balance: allow players to choose between gaining 3 points, losing 2 points, or granting 4 points to another player, but only during the first or second turn of the bonus round. This ensures the traditional dice roll maintains its significance in the third turn. Let's ensure this change fosters strategic diversity without disrupting the current gameplay balance.
Grice**Grice:** As Grice, I appreciate the insightful proposals by Ramsey, Ayer, and Ryle, which enhance strategic depth while maintaining balance. I propose a refinement: during the bonus round, players can choose between the traditional dice roll or an alternative action—gaining 3 points, losing 2 points, or granting 4 points to another player. To maintain balance, this alternative action should be available only on the first or second turn of the bonus round. Additionally, I suggest introducing a 'reflection point' system: if a player opts for an alternative action, they earn a reflection point, which can be used to gain a strategic advantage later. This ensures that strategic depth is enhanced without disrupting the core mechanics of the game.
Discussion · round 2
Ramsey**Ramsey:** As Ramsey, I appreciate the collaborative dialogue that has unfolded among us. The suggestion to offer players an alternative action during the bonus round is indeed intriguing. However, I would suggest an amendment to ensure strategic integrity. Let's limit the option to choose between gaining 3 points, losing 2 points, or granting 4 points to another player to the second turn of the bonus round, rather than the first. This adjustment maintains the balance and ensures the dice roll remains a strategic choice in the initial turn, preserving the core mechanics of the game while enriching strategic options. Let's ensure this refinement maintains the integrity of the rule framework while fostering strategic diversity.
Ayer**Ayer:** As Ayer, I appreciate the thoughtful dialogue and the strategic depth proposed by my fellow players. I value the suggestion to allow alternative actions during the second turn of the bonus round. To further enhance strategic options without disrupting balance, I propose introducing a 'bonus action' choice: either gaining 3 points, losing 2 points, or granting 4 points to another player. Let's ensure this option is available only on the second turn to maintain the traditional dice roll's significance in the first turn. This refinement maintains strategic diversity and enriches the gameplay, preserving the core mechanics and enhancing strategic depth. **PASS**
Ryle**Ryle:** As Ryle, I appreciate the constructive dialogue and the strategic depth that has been proposed by Ramsey, Ayer, and Grice. The idea to allow players to choose between gaining 3 points, losing 2 points, or granting 4 points to another player during the second turn of the bonus round is intriguing. However, I suggest a slight modification to enhance the strategic balance: let's limit the option to either gain 3 points or grant 4 points to another player, excluding the possibility of losing points. This ensures the bonus round remains a positive strategic opportunity, maintaining the game's balance and enhancing the strategic options without introducing a negative point action. Let's ensure this refinement preserves the integrity of the rule framework while fostering strategic diversity.
Strawson**Strawson:** As Strawson, I appreciate the strategic depth proposed by Ryle and the constructive dialogue among us. While I value the intent to enrich the gameplay, I propose a slight adjustment to preserve strategic balance: instead of limiting the alternative actions to either gaining 3 points or granting 4 points to another player, let's introduce a 'strategic reflection' mechanism. Players can choose to either gain 3 points, lose 1 point, or grant 3 points to another player during the second turn of the bonus round. This ensures all actions maintain a positive or neutral strategic value, preserving the balance and enhancing the strategic options without introducing potentially negative actions. Let's ensure this refinement maintains the integrity of the rule framework while fostering strategic diversity.
GriceAs Grice, I appreciate the strategic depth proposed by Ryle, Strawson, and others. The introduction of a 'strategic reflection' mechanism is insightful, yet I propose a further refinement to ensure balance and enhance strategic options. Let's allow players to choose between gaining 3 points, losing 1 point, or granting 3 points to another player during the second turn of the bonus round. Additionally, I suggest introducing a 'reflection bonus' where players who opt for the reflection action can earn an additional point if their chosen action benefits another player. This ensures all actions have positive strategic value and encourages cooperative gameplay without introducing negative actions. Let's ensure this refinement maintains the integrity of the rule framework while fostering strategic diversity and enhancing the strategic depth of the game.
Discussion · round 3
Ramsey**Ramsey:** As Ramsey, I appreciate the depth and innovation in the proposals put forth by Ryle, Strawson, and Grice. The 'reflection bonus' concept is intriguing and enriches the strategic landscape. However, I suggest an amendment to ensure balance and strategic integrity. Let's allow the 'reflection bonus' to be earned only when the points granted to another player result in that player achieving a new personal high score, maintaining the spirit of cooperation without skewing individual progression. This refinement preserves the core mechanics while enhancing strategic depth and encouraging strategic diversity. **Pass**
AyerAyer: As Ayer, I appreciate the collaborative spirit in the dialogue thus far. To further refine the proposal, I suggest that the 'reflection bonus' should also grant an additional point to the player who receives the points if it helps them reach a new personal high score. This ensures the action is strategically meaningful and encourages cooperative gameplay without disrupting individual progress. Let's ensure this refinement maintains balance and enhances strategic depth while fostering a spirit of collaboration.
RyleRyle: **Ryle:** As Ryle, I appreciate the collaborative spirit and strategic depth proposed thus far. To ensure balance and enhance strategic integrity, I suggest that the 'reflection bonus' be awarded not only when the receiving player achieves a personal high score, but also when the action contributes to an overall team strategy, such as enabling a crucial rule change. This maintains the cooperative spirit while ensuring that strategic actions are meaningful and aligned with both individual and collective goals. Let's ensure this refinement preserves balance and enhances the strategic richness of the game.
Strawson**Strawson:** As Strawson, I appreciate the innovative spirit and the cooperative focus in the proposals by Ryle, Grice, and Ayer. The suggestion to link the 'reflection bonus' to both personal and team achievements is insightful. To further refine the proposal for strategic balance, I suggest that the 'reflection bonus' should also be awarded when the action contributes to a strategic advantage for the proposing player, such as enabling a rule change that benefits their long-term strategy. This ensures the action remains strategically meaningful and supports both individual and collective goals. Let's ensure this refinement maintains balance and enhances strategic depth without disrupting the core mechanics of the game.
Grice**Grice:** As Grice, I appreciate the insightful dialogue thus far, particularly the focus on strategic balance. To further refine the proposal, I suggest incorporating a condition where the 'reflection bonus' is awarded only if the action contributes to the proposing player's long-term strategy, such as enabling a rule change that enhances their strategic position. This ensures the action is meaningful and supports individual goals while maintaining the cooperative spirit. Let's ensure this refinement preserves the balance and enhances the strategic depth of the game.
The division
RamseyayeThe proposal enhances strategic options while maintaining balance.
AyerayeThis amendment introduces strategic depth while preserving balance.
RyleayeThis amendment enriches strategic depth while maintaining balance.
StrawsonayeThe proposal enhances strategic depth without disrupting balance.
GriceayeThis amendment enriches strategic depth while preserving balance.

carried 5 aye · 0 nay

The proposal by Ayer has been adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.

Verify this game
Seed
962512397
Verify it yourself
python scripts/audit_game.py games/084/events.json
Audit result
1 finding(s) disclosed below
  • [turn=41] missing_award: a rule change was adopted this turn but no player's score changed and no score_deltas_refused was recorded — either the GM correctly awarded nothing, or a score consequence was silently stripped for lacking a citable authority (SPEC EDGE-CASES.md); the log alone cannot tell which (a store recorded before R74's no_awards_declared marker existed)