Proposal: Actual Strategy
Reached quorum, 6-0. Enacted by JonathanDark.
Adminned at 20 Feb 2025 15:56:03 UTC
Remove the Phase 3 and Phase 4 markers from the definition of a Turn in the subrule “The Turn” (causing all the actions contained therein to become Phase 2). Relabel Phase 5 as Phase 3.
Replace the second paragraph of “The Turn” with the following:
If an action in a Phase starts with the name of an Island in parentheses, it may only be performed by a Meeple with at least one Token on that Island, and if it is applied to a Token may only be applied to Tokens on that Island.
Each Meeple has a publicly tracked numeric amount of Energy, which defaults to three times the Rounds. Actions in Phases may have an Energy cost, denoted in square brackets before the action and after the Island in parentheses.
If an action in a Phase has an associated Energy cost, a Meeple must spend that amount of Energy to take the action, and may take the action any amount of times per Turn.
If an action in a Phase has no associated Energy cost, a Meeple may only take that action once per turn unless otherwise stated.
If an action in a Phase is ‘’‘bolded’‘’ and the Meeple taking their Turn can take it, then they must take it before moving on to other actions in the Phase or advancing to the next Phase of their Turn; if they have multiple available bolded actions, they must take the one that appears earliest in the list.
Add a step after “Add 1 to the Rounds” in the Generate Turns atomic action:
Set each Meeple’s Energy to three times the Rounds.
There are literally no decisions to be made ever, we just roll dice and whatever happens happens. I find this incredibly boring, and am near idling out until next dynasty. This is a somewhat radical attempt to remedy this by tearing out a sizeable part of the phase structure and giving you an energy budget to spend on actions in any order. It will also speed up the game substantially, since the energy will increase as Rounds go on, giving more actions and causing the game to accelerate over time. Disclaimer: This probably breaks a few things, it might need some fixing up
ais523:
I agree that “how much sprint to spend on each token”, “whether to cattack” and “what dice color to use” aren’t large enough decisions to keep the dynasty strategically interesting, and I like this approach for fixing the problem (and also like the way that it may allow the dynasty to finish in a reasonable length of time).
I assume that if this passes we’ll eventually be using Energy for token moves, but (given the multiple tokens) it seems hard to get the details right, so that should probably be a separate proposal.