@Mage: The game isn't one that can actually be won via straight democracy. Eventually, means must be introduced that enable players to gain clear leads over each other- and this can't actually be done if the other players can just get together and go 'I vote for the guy that's winning to lose'. A rule that does stuff to the voting system is, in my mind, inevitable.
@Excal: I think I see your point, now.
I've changed this rule so each player does something every turn; so that Maneuvers are limited if you get hit with an injunction, and so the rule actually functions without conflicting with other mutable rules.
304.Each player has four statistics, denoted as follows: Attack, Defense, Intelligence, and Spirit. Each of the values begins at 1, and on the inception of this rule, each player shall be awarded 10 additional points to spread between his statistics. When assigning these points, no statistic can be raised above 5. These points must be assigned immediately, and play will not recommence until this is done. The values are to be made public, and posted in the opening post of any and all Nomic threads.
During the proposal phase of each turn, each player may also take one of these additional options. These options are PM'd to the mod, to be revealed and enacted at the end of the proposal phase, before voting commences.
Assault: Select a player. Your opponent will lose 1d6+Your attack-His Defense points. The mod will roll dice and adjust the totals. (1d6 means a six-sided die, the sides consisting of 1, 2, 3, 4, 5 and 6. Results will be taken from the side facing upwards after the die has been rolled. The mod may use a stand-in for the die, such as HATBOT, at his discretion.)
Protect: Select a player. Add your defense score to his defense score until your next turn. You are permitted to target yourself with this ability, as well, effectively doubling your defense.
Legislative Maneuvers: You may not use this ability during your own turn.
Select a player. The mod will roll 1d6 for each of you, and add the results to your corresponding Intelligence scores.
If your roll is lower, you suffer from an Injunction. This lasts until the beginning of your next turn, and you may not use Legislative Maneuvers while you are under an Injunction. In the proposal phase of your next turn, you do nothing. In the voting phase of your next turn, nothing happens.
If your roll is tied, nothing happens.
If your roll is higher, you can order the other player to vote in whatever manner you choose once, and he must comply. This ability must be used before your next turn, and may not be used during your turn.
Energize: Select a player. You may add your Spirit score to their Intelligence or Assault until the beginning of your next turn. This player is considered Energized. A player can only be Energized by one other player at a time. Further attempts to Energize that player fail until the first instance expires.
The actions are resolved in the following order- Protect, Energize, Attack, Legislative Maneuvers, meaning that a player who has energized or protected another will have this ability take effect before any other actions are done. When multiple players select the same option, they will be resolved simultaneously.