One of the first critical elements players will notice while playing the game is the reliance on voting to determine the flow of the theory.
At one point during development we had a great many rules regarding exactly when and how players could interrupt each other. When they could question each others conspiracy theories, what they could ask and what responses from the current conspiracy lead would be deemed weak enough for play to be turned over to the aggressor.
These were eventually branched into competitive and fun/party rules, with the competitive ruleset eventually being dropped altogether in favour of the social voting system present in the current ruleset.
The goal of the game has always been to weave the most fantastic, the most fun and the most subversive theory - both together and as adversaries, rather than a legalistic or magic the gathering style system of plays and counter plays.
A critique might point out that all a social voting system leads to is a metagame based on social manipulation rather than numerical strategy. We however, like to think of this as a fair reflection into the life of a tinfoil hatter.
Quantative easing lizard out.