Proposal: Best Before
Reached quorum 6 votes to 0. Enacted by Kevan.
Adminned at 21 Jan 2018 22:27:18 UTC
To “Supplies”, add:-
When an item listed as Consumable would be put into a hand slot, it is instead not put into that slot, and the Resident whose slot it is may apply its effect at that time (with themselves as its User).
Change the effects of Food, Water and Energy Drink to:-
- Food: Consumable. The User gains 1 Health and loses 1 Alertness.
- Water: Consumable. If the User has a Health below 3, they gain 1 Health.
- Energy Drink: Consumable. The User gains 1 Alertness.
If the proposal “Staying Alive” failed, remove the last sentences from the Food and Water bullet points.
Remove the “Optionally apply its effects.” bullet from the ruleset, if it exists.
If any Residents have Consumable Supplies in their Slots, remove those Supplies. If any Residents gained and/or lost Alertness or Health as a result of consuming Supply items from hand slots, undo those gains and losses.
Per comments on Miscellany 1, if we have items which can be spent at any time to gain Alertness, we’re moving away from turn-based selection, and back to real-time race conditions where the first player to notice a Crate post has the advantage on how to react.
Madrid:
Yeah, IRL Racing: The Dynasty, would be horrible lol.
Prov greentick