The point is to charge some meaningful upkeep cost to zombie owners, using the "scare" mechanism in the rules already. But I think this version is needlessly complicated, and gameable as already pointed out (by two zombie masters colluding), and isn't "scary".
I think a simple "pay N to a neutral fund" (n can be a mixed basket) does the trick. Maybe N is progressive depending on number of zombies owned (making it near-impossible to have more than 2 in your chain, say). Once the Neutral fund exists, a second step could be allowing use of the neutral fund to do some of the below things (change land types or whatnot). Those things could have a scary flavor. On Sun, 22 Apr 2018, ATMunn wrote: > Honestly, I've read all the replies, and I'm still not sure I entirely get the > point of this proposal. As is, I would likely just vote PRESENT. > > On 4/21/2018 5:39 PM, Reuben Staley wrote: > > I remember someone saying that scary public actions weren't enough > > compensation for all the power zombies provided. Thus: > > > > Title: Raising the stakes for zombies > > AI: 2 > > Author: Trigon > > Co-authors: > > > > Create a new rule, power 2, "Zombie Networks" with text: > > > > The zombie network of a player is an untracked switch with the > > possible values of a set containing any number of players. A > > player's zombie network consists of any zombies who have that > > player set as eir master switch, and the zombie networks of any > > such players. > > > > For every player, the term "bound player" is equivalent to "player > > who in in either eir zombie network or a zombie network e is in." > > > > For every player, the term "unbound player" is equivalent to > > "player who is not in eir zombie network or any zombie network e > > is in." > > > > Create a new rule, power 2, "Scary Public Actions" with text: > > > > When a rule calls for an entity to perform a Scary Public Action, > > that entity SHALL do one of the following: > > > > 1. transfer 12 coins, 7 apples, and 4 papers to one or more > > unbound players; > > 2. transfer two land units e owns to one or more unbound players; > > 3. build a facility on a public, unpreserved land unit; > > 4. increase the rank of a facility on a public, unpreserved land > > unit by at least 1; > > 5. pend 3 proposals submitted by unbound players; > > 6. destroy 10 or more apples (or equivalent) specifically in > > actions that change the land type of land units from aether. > > >