I've been thinking about what makes Agora difficult to play as compared to
other games.

Something I've noticed about the current rules is that lots of game actions
and effects are all woven together in such a way that if a mistake is made
with any piece of it, the mistake can quickly propagate and "infect" a
large portion of the state of the game, leading to large-scale confusion.
Sometimes a sort of "fork" occurs and we find ourselves playing two games
in parallel (and thereby taking double the effort) until some ambiguity is
resolved.

"Real life," however, by and large does not behave this way. Consider the
following scenario:

Alice has a bank account with a balance of $0. She deposits a check for
$100, then goes to a store and buys a Bluetooth speaker for $100 using a
debit card. Soon after this, she decides she doesn't like it, so she sells
the speaker to her neighbor Bob for $50 in cash. A few days later, the
check Alice deposited bounces.

If something similar to the above were to occur under rules similar to
today's rules, then we would find that Alice actually never had the money
to buy the speaker with, so the speaker still belongs to the store. Then,
when she sells the speaker to Bob, the sale is illegitimate, and so the
speaker *still* belongs to the store, but now it's in Bob's possession;
meanwhile, Alice now possesses $50 of cash that actually belong to Bob.

In real life, however, none of the above happens. The initial sale of the
speaker still stands; the speaker is successfully sold to Alice and the
store receives $100. The subsequent sale also succeeds, meaning Bob now
owns the speaker and Alice now owns the cash. When the check bounces, the
credit to Alice's account is simply reversed, leaving her with a debit
balance of $100.

The difference here is that Alice's bank account is decoupled from her
interactions with the store. Her ability to buy things does not depend on
the legitimacy of the funds in her account; instead, her ability to buy
things depends on what the bank tells the store, and what the bank tells
the store depends on the bank's *beliefs* about the legitimacy of the funds
in her account.

How could we make Agora that way?

Currently, the rules state that each player has some number of coins, as
part of the gamestate, and the Treasuror is responsible for keeping track
of this part of the gamestate. When a player attempts to spend coins, the
attempt succeeds if e has the coins and fails if e does not.

Instead, I suggest amending the rules to state that the Treasuror is
responsible for maintaining accounts of coins; each account represents the
number of coins that each player is considered to have, but having or not
having coins is not actually part of the gamestate. When a player attempts
to spend coins, the Treasuror either approves or declines the attempt. For
particularly important transactions (such as winning the game), the Referee
and Arbitor must approve the attempt as well.

Of course, there should be SHALLs mandating that the Treasuror make a
good-faith effort to maintain fair and accurate accounts and to approve and
decline transactions in accordance with those accounts.

Any thoughts?

—Warrigal

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