§201

In force8 versions
As it now reads
§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.
Every version
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.
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.
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.
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.
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.
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.
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.
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.