Proposal: The Clock is Ticking
Reached quorum, 6-0. Enacted by JonathanDark.
Adminned at 13 Feb 2025 23:54:24 UTC
In the rule “Turns and Rounds”, after the text “a publicly tracked number named Rounds, defaulting to 0.” add the following text:
Each Meeple also has a publicly-tracked number named Sprint, defaulting to 6.
and in the same rule, add the following as the second-to-last step of the atomic action Generate Turns:
* Set each Meeple’s Sprint to its default value.
In the rule “Global Turn Actions”, replace the text “As a Phase 2 Mandatory Turn Action, a Meeple may roll Sicherman Dice of their own Dice Type, specifying one of their own Tokens in the dice roller comment, and that Token’s Position increases by the total of the two rolled numbers.” with the following text:
As a Phase 2 Mandatory Turn Action, a Meeple may roll Sicherman Dice of their own Dice Type, specifying one of their own Tokens in the dice roller comment and optionally an amount of Sprint to spend, up to that Meeple’s current Sprint, and that Token’s Position increases by the total of the two rolled numbers plus the amount of Sprint spent (if any) as indicated by that comment, and that Meeple’s Sprint is reduced by the amount spent (if any) as indicated by that comment.
In the rule “Turns and Rounds”, add a subrule named “Delay Penalty” with the following text:
As an action known as Delay Penalty, any Meeple may subtract 1 from the Current Meeple’s Sprint (to a minimum of 0), but only if all of the following are true:
* It has been at least 24 hours since the most recent Generate Turns was performed.
* It has been at least 24 hours since the Current Meeple became the Current Meeple.
* It has been at least 24 hours since the most recent Delay Penalty action was performed, or it has never been performed in this dynasty.
This does a few things:
* Movement goes a little farther (optionally)
* Meeples who take too long to take their turns get penalized, but not so much that a real-life issue causes that much problem
* The penalty only kicks in if other Meeples are paying attention, which keeps other Meeples engaged in the game if its not their Turn
* A Meeple won’t be penalized right away if they were the last person to be the Current Meeple and then suddenly the first person to become the Current Meeple after Generate Turns.
ais523:
I like this idea. It might make sense for Sprint to recover partially rather than fully between rounds, so that there’s more of a decision on how much to use (but if move-all-the-tokens passes, that will probably create enough of a decision by itself).