...hah. Hah. Oh god, we're all going to die.
ROUND 15 HAS ENDED
Your event cards for the day are...
Bad Omens and Times of Hardship. All players lose 5 happiness or 25% of max happiness (whichever is higher) and lose two action points unless they are depressed.
Nothing of note.
Something has happened...
WELCOME TO YOUR SWEET SIXTEEN. YOU HAVE BECOME: ADULT!
New Action: Procreation! - Two players may agree to procreate at any time. On the next turn, one or more child tokens will be generated, and distributed to the parent that proposed the procreate action. This player will also lose 3ap, due to "procreation sickness".
These children will require 1 food per turn to feed. If they are not fed once, they will become malnourished. If they are not fed twice, they will die.
At the end of the third turn after they come into play, the child tokens will be removed and a new body will be created for a player to inhabit at will.
There is more to procreation, but you will have to figure that out experimentally.
The rules have changed! - (Effective at end of Round) Players may no longer simply enter the game. In addition, all players gain the condition "Mortal - every 10 turns, reduce max health by 1". This counter starts now.
Players may also retire an existing body and take over a new body at any time. Parents will have one turn of exclusivity to claim their children, after which anyone may claim them.
The rules have changed! - The "Teach" action may now, additionally, be used on child tokens. Child tokens are considered to have 0/3/5 actions per turn that are always set to "Learn", and the owner may decide where those learn points are alloted.
ROUND 16 BEGINS
Remember, the Bad Omens only effect people who acted last turn. Those who skippeed last turn are STILL under the effects of drought.