/------------------------------------------------------------------------------\ | | | MORNINGTON NOMIC - RULESET | | | | Volume 0 - Nomic Mechanics | | | | (Last updated during Year Three, Week Thirty-One) | | | \------------------------------------------------------------------------------/ /-------------------\ | Table of Contents | \-------------------/ /-- in this file ------------------------------------------------------------- | 0 Nomic Mechanics | | 0.1 Terms of Reference | 0.2 Rules and the Ruleset | 0.3 Players | 0.4 Proposals | 0.5 Votes | 0.6 The Nomic Week | 0.7 Points of Order | 0.8 Activity | 0.9 Kudos | 0.10 Gaming Lounges \----------------------------------------------------------------------------- 1 Mornington Crescent 1.1 The Game 1.2 The Game State Document 1.3 Turn-Taking 1.4 Tokens and Possessions 1.5 Moves 1.6 Line Velocity 1.7 Actions 1.8 States of Play 1.9 Blocks, Impediments and Gaps 1.10 Actions That Target Other Players 1.11 Special Stations 1.12 Home Stations 1.13 Game Time 1.14 Token Stacks 1.15 The Drone 1.16 Buzzing 1.17 Glossary and Definitions 1.18 Manoeuvres and Gambits 1.19 Current and Charge 1.20 Line States 2 Variants 2.1 The Long Game 2.2 Chalk Farm '84 2.3 The Finsbury Option 2.4 Ruttsborough '58 2.5 Spherical Projection 2.6 Team Play 2.7 Tournament Play 2.8 San Francisco 1849 2.9 Mornington Croissant 2.10 Pachisi Crescent 2.11 The Short Game 2.12 Free for All 2.13 Solipsism 2.14 Baker Street 3 Turin '57: MC on other transport networks 3.1 Chateau d'Eau: Paris Metro Guidebook 3.2 We're Bound for Botany Bay (not quite): Sydney Guidebook 3.3 Brighton & Hove "Metro" Guidebook 4 Other Games 4.1 Capture the Flag 4.2 Czech Variant 4.3 Hunt the Ostrich /------------------------------------------------------------------------------\ SECTION 0.0 - Nomic Mechanics \------------------------------------------------------------------------------/ Rule 0.0.0 - Moving the Goalposts This part of the Ruleset details how Proposals may be made to affect the Ruleset itself, and related issues. /------------------------------------------------------------------------------\ SECTION 0.1 - Terms of Reference \------------------------------------------------------------------------------/ Rule 0.1.1 - The Name of the Nomic The name of this Nomic shall be "Mornington Nomic". Rule 0.1.2 - Terms of Reference Within the Rules and other Official Documents, most words and phrases should be given the interpretation they normally have in the English language. However, some words and phrases may be explicitly redefined within Official Documents to have a special interpretation in the Game of Mornington Nomic. In particular, the capitalisation of a term tends to mean that it is being used with some special Game-specific interpretation in mind. However, such capitalisation is not a necessity and Game-specific definitions for such words and phrases should also be used when it seems more natural to do so. Unless otherwise indicated, when a choice is specified to be made at random, the intended meaning is that each possible selection should have an equal probability of being chosen. The Spivak terms "e", "em", "eir", "eirs", and "emself" should be interpreted as gender-neutral third person pronouns which are the singular variants of their plural counterparts "they", "them", "their", "theirs", and "themselves" respectively. The term "Mornington Crescent" in this Ruleset refers to, according to context, either the game described in Volumes 1 to 4, or the London Underground Station of the same name. The term "Game" in this Ruleset can mean either "Mornington Nomic" or "Mornington Crescent", but this should be clear from context. Rule 0.1.3 - The Only Way To Die Whenever a Rule calls for a die-roll to be made, the person required to make the roll shall do so using the dice server at http://www.pbm.com/dice, with results being sent to the Game Lounge in which the die-roll is required. If a Player is required to make a die roll after eir Turn, that Player's Turn is not considered to be complete until the roll is made; an incomplete Turn may be timed out as if it had not been made. If the results of the die roll should be interpreted by the rolling Player, eir Turn is not considered complete until these interpretations have also been made. /------------------------------------------------------------------------------\ SECTION 0.2 - Rules and the Ruleset \------------------------------------------------------------------------------/ Rule 0.2.3 - Numbering Rules shall be numbered for reference purposes, with three numbers in the format "[Volume].[Section].[Rule]" (eg. "1.3.4"), Volume and Section being defined in the Ruleset's Table of Contents, and Rule being an integer number used to distinguish between Rules within the same Section. The Ruleset itself may be split across multiple files. Each file must include the complete Table of Contents, and an indication of which parts of the Ruleset are contained within it. New Rules shall be placed in a Volume and Section of the Speaker's choice upon their Enactment. They shall have a Rule number equal to the next successive integer number after that of the last Rule in the relevant Section. Proposals shall be numbered with successive integers which carry on from week to week and bear no relation to the Rule numbers. If a Rule is Amended its number does not change. Repealing one Rule does not affect the Rule number of any Rule, except the one Repealed, which is then removed. A Renumbering Proposal allows the Speaker to rearrange the Rule Numbers in a Section. The Rules in that Section shall be numbered with the lowest ordinal Rule receiving the Rule Number 1, the next lowest 2, and so on. Rule 0.2.6 - Rule Changes Rule Changes that affect Rules needed to allow or apply Rule-changes are as permissible as other Rule Changes. Even Rule Changes that Amend or repeal their own authority are permissible. No Rule Change or type of Move is impermissible solely on account of the self- reference or self-application of a Rule. Rules may also be changed by Rules, subject to constraints in the Ruleset. Such Rule Changes shall be known as "Non-Proposed Rule Changes". Rule 0.2.7 - Free for All Whatever is not prohibited or regulated by a Rule is permitted and unregulated, with the sole exception of changing an Official Document, which is permitted only when a Rule or set of Rules explicitly or implicitly permits it. Official Documents include the Rules, Player's Proposals, Votes cast and voting records maintained by the Speaker, the list of current Players, Games State Documents and any other document so designated by the Rules. The Game State is defined as the state of all Official Documents at any point in time. Rule 0.2.8 - Rule Conflict All Rules shall be considered to work together implicitly. Rules shall be evaluated with the specific taking precedence over the general, and the stated taking precedence over the implicit. Rules can explicitly state that they defer to another rule or set of rules, or can state that they explicitly take precedence over another rule or set of rules. Where a deference loop or precedence loop exists (e.g. two rules that claim precedence over the other), this shall be ignored and the other methods of evaluating rule precedence listed in this Rule shall be used. If two or more Rules are in conflict, or the validity or treatment of a particular act in relation to these Rules is not clear or in question, then the Speaker is empowered to raise an Emergency Proposal that will amend as many of the rules as necessary to bring about a resolution of the problem. Rule 0.2.9 - Keep the Ruleset Tidy In the Ruleset, the Speaker is free to make as many corrections of spelling and layout as e sees fit, provided that these changes do not affect the wording or meaning of the Rules. E need not inform the Players of these corrections. Rule 0.2.10 - Special Rulesets Special Rulesets may be referred to explicitly by name, or by number in the form 'SR ' where is the relevant number. No Special Ruleset may alter the rules of Mornington Nomic, directly or otherwise. Special Rulesets have no effect on any games of Mornington Nomic other than those they are incorporated in. They may, however, be amended via proposal in the same way as any other Mornington Nomic rules. Special Rules always take precedence over the 'Plain Vanilla' Mornington Crescent rules for any relevant Special Rules games; unless explicitly stated otherwise in the Special Ruleset. Special Rules may never take precedence over the Plain Vanilla Nomic Mechanic rules. Otherwise, all Special Rules are treated in exactly the same way as Vanilla ones. Special Rulesets are divided into three types: (1) Variants, (2) MC on non-Underground networks and (3) Other Games to be played on an MC board. Rule 0.2.11 - In Case Of Ambiguity, Break Glass If a part of the Ruleset is ever regarded as being ambiguous, in a manner which the Speaker feels requires urgent attention, e may ask the Player responsible for that ambiguity to clarify the wording one way or another. The Rule or Rules in question shall be immediately updated to reflect this judgement, the amendment being announced on the mailing list. The Player responsible for an ambiguity is e whose Proposal (or other activity) caused the ambiguity to come into effect. If no Player can be regarded as being clearly and solely responsible for the ambiguity, the Speaker may clarify it emself. /------------------------------------------------------------------------------\ SECTION 0.3 - Players \------------------------------------------------------------------------------/ Rule 0.3.1 - Players and Player States Anyone may apply to join Mornington Nomic by sending a request in an email to the Speaker (see Rule 0.3.2) stating that they wish to join the game, and giving a one-word Name by which they wish to be known. The Speaker will then determine whether the application is successful. Any successful applicant becomes a Player. The Speaker's decision is final in this matter. There are two Player States: Active and Inactive. A Player may change eir Player State at any time by sending a message to the list announcing the change, which will take effect immediately. New Players are Active by default. A Player may at any time post a message to the Discussion Lounge announcing a desire to change the Name e uses in Mornington Nomic. This change shall take effect at the end of the current Game Week or after three days, whichever is later, provided that no other Player objects to the change of Name before then. All Players must always abide by all the Rules. Rule 0.3.2 - The Speaker One Player shall hold the office of Speaker. The Speaker's role is to maintain the ruleset, distribute proposals and voting results, and perform various other functions as specified by rules. If the Speaker is unable, unwilling, or prevented by a rule, from fulfilling any of eir tasks, e may desginate a Deputy to take responsibility for those tasks (either temporarily or permanently). Any other Player who is willing and able is a valid candidate for the role of Deputy Speaker. Throughout the Ruleset, the term 'Speaker' shall be read as meaning the Speaker or Deputy Speaker, as appropriate. Rule 0.3.4 - Welcome to the Underground Upon joining Mornington Nomic, any new player may choose to have a Mentor assigned to assist em with the Nomic for as long as they feel necessary to get aquainted with the game. The Mentor will introduce em to the concept of Nomics as well as helping em to understand the existing Mornington Nomic ruleset and procedures. When a Mentor is requested, one will be assigned at random by the Speaker from the pool of available Mentors unless a specific Mentor is requested by the new player. If no Mentors are available, the Speaker will fill the roll of Mentor until one becomes available. Rule 0.3.5 - We want YOU! Any Mornington Nomic Player who feels e is experienced enough to help new players with the learning of the Nomic rules and procedures may appeal to the Speaker to become a Mentor. The Speaker will then decide if e is veteran enough to take on the position and assuming e is successful, e will be added to the Mentor list which will be maintained on the Mornington Nomic web site by the Speaker. If at any time a Mentor feels e cannot fulfill eir role, e may mail the Speaker and request removal from the list. Rule 0.3.6 - Can You Hear Snoring? Any Player may Inactivate another Player by announcing this fact in the Discussion Lounge, provided that the Inactivated Player has neither Voted nor played a Mornington Crescent move for more than three weeks. When a Player is Inactivated in this fashion, e becomes Inactive. /------------------------------------------------------------------------------\ SECTION 0.4 - Proposals \------------------------------------------------------------------------------/ Rule 0.4.1 - Proposals Each Proposal submitted by a Player should have a name (typically summing up the aim of the Proposal in a few words, usually in the form of a very bad pun), a Type, any amount of text stating what the Proposal should do if it is Voted through, and any amount of commented text explaining anything the Proposer feels the need to explain. Proposals may be of the following types:- * Enactment - To create one new Rule to be added to the Ruleset. * Amendment - To change the wording of one existing Rule in the manner detailed in the Proposal. * Repeal - To remove one Rule, as specified by the Proposal, from the Ruleset. * Action - To enact a new Rule specifying an Action, and to automatically update the relevant Action List. * Renumbering - To renumber all the Rule Numbers in a particular Subsection, or to renumber a single Rule. * Multiple - Any combination of any number of the above. * Special Ruleset - As "Multiple", but all Enactments are placed in a new Special Ruleset section unless otherwise specified. * Resignation - To force another Player to Resign. Commented text is signified by surrounding it with curly braces, and is entirely ignored if the Proposal passes and alters the Ruleset. Rule 0.4.3 - Proposal Submission Each Player may submit up to five Proposals per Week, emailing them directly to the Speaker. This email should have a subject line of "MN: Proposals", if it does not, the Proposals may be considered invalid. In order to simplify the incorporation of new text into the Ruleset, Proposals containing content which is to inserted verbatim should be formatted in a similar way to the Ruleset. This applies particularly to Enactments, Actions, and large scale Amendments. At any time a Player may request that the Speaker withdraw a Proposal the Player has submitted. The Proposal is then considered never to have been submitted and any Votes cast in relation to it are discarded. The Speaker must then notify the Discussion Lounge that the Player in question has withdrawn said Proposal. Rule 0.4.4 - Proposal Distribution At the end of each Week (or at least four days before the end of the next Week), the Speaker distributes to the Discussion Lounge a copy of all Proposals submitted for that Week, numbering them sequentially. Rule 0.4.5 - Proposal Enactment A newly enacted Proposal takes effect at the moment at which end-of-Week Voting Results are published in the Discussion Lounge by the Speaker. No Proposal may have any retroactive effect, explicit or otherwise. The wording of a Proposal has no effect until it has enacted. When a new Rule is Enacted, it takes the name of the Enactment Proposal (or Proposal section) that Enacted it. Rule 0.4.11 - We Are Not Men, We Are Veto The Speaker can Veto any Proposal that e receives before distribution. This Proposal must be mailed to the list, along with the name of the Player who submitted the Proposal and a reason for this Veto. A Proposal being Vetoed means that it is not voted on and cannot become a part of the Rules. A Point of Order may be raised (in the usual way) if a Player feels that the Speaker's reason was not valid. Rule 0.4.13 - Token Play At That Game Where Proposals define or modify Token costs or gains in Rules other than the Token table in Rule 1.4.1 or other similar tables, the Speaker is empowered to remove those references to Token costs within the Proposals provided that these costs are recorded in an equivalent entry in a suitable table. /------------------------------------------------------------------------------\ SECTION 0.5 - Votes \------------------------------------------------------------------------------/ Rule 0.5.1 - When to Vote All Votes for a Proposal must be submitted in the Nomic Week following the Nomic Week in which that Proposal was submitted. Votes submitted in the incorrect Nomic Week are deemed illegally cast. Rule 0.5.2 - Voting and Proposal Adoption All Players who have been Active at some point during the Nomic Week for which Votes are being gathered may cast votes on current Proposals by sending eir votes in an email to the Speaker with a subject line of "MN: Votes". If the email does not have this subject line, votes may be considered invalid. Players not Active at all during that period may not vote. Valid votes are FOR, AGAINST or PASS. Any other vote is invalid. No votes may be revealed by the Speaker before the end of the Nomic Week in which they are cast. Each Voter has exactly one vote per Proposal. If a Player attempts to vote for a single Proposal more than once, only the latest valid vote shall be counted. If there are no Proposals in a Nomic Week then a vote of BLANK is valid. In order for a Proposal to be adopted, it must achieve Quorum and receive more votes FOR than AGAINST. Rule 0.5.4 - Abstentions and Quorum Any Player who could have Voted but who does not or who submits an invalid vote shall be deemed to have abstained. Players who could not have Voted are never counted as having abstained. If the total of abstentions exceeds the total of valid votes (i.e. votes FOR, AGAINST or PASS), the Proposal fails to reach Quorum. If a Proposal fails to reach Quorum, its Proposer may repropose it unchanged during one of the next two Nomic Weeks - this reproposal does not count towards the usual Weekly Proposal limit. Rule 0.5.5 - Direct Tinkering Ban If the passing of a Proposal would directly cause any aspect of the Nomic other than the Ruleset or Kudos scores in the Game State Document to be altered, and if it receives at least one AGAINST Vote, it may not pass. This takes precedence over all other Rules regarding the passing of Proposals. Rule 0.5.6 - Distribution of Voting Results At Week's End, the Speaker is responsible for distributing the results of the Voting on the Week's Proposal(s). This distributed Document shall be known as Voting Results and for each Week where there is at least one proposal, Voting Results for the Week are required. This Document shall identify all the Proposals from the Week and include all appropriate and relevant information concerning each Proposal's passage or failure to. Rule 0.5.7 - Voting Comments In addition to Voting on a particular Proposal, a Player may also add a Comment. This is a small piece of text (less than 80 characters) in square brackets ('[' and ']') appended after the Vote, such that it is clear to the Speaker which Proposal the Comment is referring to. At the discretion of the Speaker, e may send these comments to the Proposer of the Proposal before the voting results are distributed. The Speaker cannot give the Proposer any information as to who gave the Comments that is not in the Comment itself. /------------------------------------------------------------------------------\ SECTION 0.6 - The Nomic Week \------------------------------------------------------------------------------/ Rule 0.6.1 - Theocracy of Muntab The Game of Mornington Nomic shall be counted in Nomic Weeks and Nomic Years. The Nomic Week number is incremented each Nomic Week, and the Nomic Year number incremented once on the 16th of April every year. The Nomic Week and Nomic Year have no bearing on Game numbers. Rule 0.6.2 - The Week-End The Nomic Week ends at 17:59 (GMT, or BST if British Summer Time is in effect) on Tuesday, unless altered by the Speaker. Only the end of the current Nomic Week may be extended (it cannot be shortened) and each Nomic Week must be a minimum of 4 days. After any extension, the end of the following Nomic Week defaults to the next Tuesday at 17:59 which is over 4 days from the end of the extended Nomic Week. All Players must be informed of the extension of a Nomic Week, by the Speaker. The next Nomic Week begins immediately after the previous Nomic Week ends. /------------------------------------------------------------------------------\ SECTION 0.7 - Points of Order \------------------------------------------------------------------------------/ Rule 0.7.1 - Points of Order If a Player is concerned about aspects of the Game State, wordings or spellings within the Ruleset, or any point e considers to be minor, e may email the Speaker to this effect. Corrective action shall be taken by the Speaker if e feels it to be appropriate, and announced on the Discussion Lounge. The email containing the Point of Order should have a subject line of 'MN: Point of Order'. If it does not have this subject line, the Point of Order may be considered invalid. If any Player is unhappy with the result of a Point of Order, e may make an Emergency Proposal to correct it. Rule 0.7.2 - Emergency Proposals If a Player is concerned about serious aspects of the Ruleset, e may make an Emergency Proposal. This is effectively identical to a normal Proposal, and should be emailed to the Speaker along with indication that it is an Emergency Proposal. This email should have a subject line of 'MN: Emergency Proposal' - if it does not, it may be considered invalid. Instead of being Voted upon normally, the Speaker forwards the Eprop to the Discussion Lounge. Any Player other than e who made the Eprop may submit a Vote on that Proposal, emailing it to the Speaker. After twenty-four hours have elapsed (excluding weekends), the Votes are tallied for the Emergency Proposal. The Eprop is treated as a normal Proposal for the purposes of determining enactment, with the exception that Quorum is ignored. If the Proposal passes, it takes effect immediately. When announcing the results of voting on the Emergency Proposal, the Speaker must distribute a record of how the votes were cast. /------------------------------------------------------------------------------\ SECTION 0.8 - Activity \------------------------------------------------------------------------------/ Rule 0.8.2 - Inactivity When a Player's Player State changes to Inactive, an asterisk is marked next to eir name in the Game State Document of any Games in which e is currently taking part and eir turn is skipped until e changes eir state back to Active. /------------------------------------------------------------------------------\ SECTION 0.9 - Kudos \------------------------------------------------------------------------------/ Rule 0.9.1 - Kudos Every Player has a Kudos score (an integer), which is kept in an Official Document known as the Kudos Chart. The Kudos Chart is distributed by the Speaker at the end of each Week along with all other relevant Official Documents. A Player's Kudos score for each Week is calculated by determining the Kudos earned for that Week and adding that to half of the previous Week's Kudos score (rounding down half Kudos). If a Player is Inactive at the end of the Week, no changes shall be made to eir Kudos. When a Player joins the game of Mornington Nomic, e starts with a Kudos score of zero and is considered to have had a Kudos score of zero in the previous Week also. At the end of each Week, each Player's Kudos score is adjusted according to the following table. +---------------------------------------------------------+----------------+ | Event | Kudos Modifier | +---------------------------------------------------------+----------------+ | Each Vote FOR one of eir Proposals | +1 | | Each Vote AGAINST one of eir Proposals | -1 | | Each Vote FOR one of eir Proposals, made by emself | -3 | | | | | Making one or more valid Votes (*) | +2 | | Voting FOR or AGAINST all Proposals besides eir own (+) | +2 | | Voting FOR all Proposals that pass, and AGAINST all | +5 | | Proposals that fail, besides eir own Proposals, in | | | one Week (+) | | +---------------------------------------------------------+----------------+ (*) -In Weeks when no Proposals have been submitted a BLANK vote must be made to receive this bonus. (+) -Players must make at least one valid non-PASS vote to recieve these bonuses. Rule 0.9.3 - Credit Where Credit is Due A Player can give any other Player a positive number of Kudos by announcing their intention on the list. The giving Player must state the number of Kudos being given, and the reason for the gift. Gifts must not reduce the giving Player to a negative number of Kudos. The exchange happens as soon as the Discussion Lounge receives the notification and the Speaker will record this gift in the Kudos Chart at the end of Nomic Week. Rule 0.9.4 - Fish and Fowl Each Nomic Week, several bonus Kudos Awards may be given out after Voting. These awards are administrated by the Speaker and are either Automatic, nominated to a specific Player during a Game, or nominated to a specific Proposal during Voting. Automatic Awards These awards are given out every Week without the need for any nomination. * For E's a Jolly Good Fellow Award: +3 Kudos To the Speaker, for doing a grand job. Nominated In Game These awards are nominated by Players during a Game as described for each Award. * Who's a Clever Bear? Award: +3 Kudos A player who feels that e has just performed a particularly clever or stylish sequence of Actions may perform the Action [Taking a Bow] immediately afterwards. Similarly, a Player who feels that another Player has just made such a move may perform the Action [Applauding ]. Clarifying comments may be added in the Comments section of the GSD, if desired, and the play in question is considered Nominated. At the week's end, the Speaker will consider all moves so Nominated during the previous week, and award the Who's a Clever Bear? trophy to the Player whose move e deems to be the cleverest of the lot. (The Speaker may decline to award the Trophy if the only candidate is self-Nominated, and the Speaker feels the move in question to be unworthy.) The Speaker may give this Award to emself, provided that e was Nominated by another Player, and that there are no other Nominations that week. Nominated In Voting These awards are nominated by Players with eir Votes. Each Player who is eligible to Vote may nominate one of the Week's Proposal for each of these Awards, although if a Player feels that no Proposal is suitable for an Award then e may decline to nominate anything. A Player may not nominate any of eir own Proposals. On completion of Voting, the Speaker shall tally the nominations for each Award and give the Kudos bonus to the Player who submitted the most nominated Proposal, provided that this Proposal received more than one nomination. In the event of a tie for an Award, all Players submitting a winning Proposal shall receive the bonus Kudos. If the same Player has submitted more than one winning Proposal for a particular award, e only receives one Kudos bonus for that Award. The awards are * Ruttsborough Award for Grandiosity: +1 Kudos/FOR vote to the most nominated Proposal. Awarded to Proposals that are particularly ambitious in scope and scale. Each vote For this Proposal shall score 2 Kudos for the Proposer instead of the usual 1. * IMCS Clarity Award: +3 Kudos to the most nominated Proposal. Awarded to Proposals that are particularly clear and concise. The Proposal need not be short, but its wording must be particularly clear and unambiguious. The Proposer shall receive a bonus +3 Kudos points. * CAMREC Cleanup Award: +3 Kudos to the most nominated Proposal. Awarded to Proposals that make particularly pertinent or perspicacious Amendments to the ruleset, e.g. fixing a loophole or a broken Rule. If the Proposal does so in some style, all the better. The Proposer shall receive a bonus +3 Kudos points. * Mrs Trellis Award for Entertainment: +4 Kudos to the most nominated Proposal. Awarded to Proposals that are particularly entertaining, amusing or just plain daft; Proposals that add to the fun of playing Mornington Nomic. The Proposer shall receive a bonus +4 Kudos points. /------------------------------------------------------------------------------\ SECTION 0.10 - Gaming Lounges \------------------------------------------------------------------------------/ Rule 0.10.1 - The Lounges Mornington Nomic takes place on a number of mailing lists, known as Lounges. There are five Game Lounges and one Discussion Lounge - the Game Lounges are used to play the game of Mornington Crescent, and the Discussion Lounge is a forum for discussing aspects of the Nomic, as well as the announcement of Voting Results, Proposal distribution, and so forth. Each of these Lounges has a mailing list set up for it, with the following addresses being those you should post messages to:- * The Discussion Lounge - l-nomic-d@eGroups.com * The Brooke-Taylor Lounge - l-nomic-b@eGroups.com * The Cryer Lounge - l-nomic-c@eGroups.com * The Garden Lounge - l-nomic-g@eGroups.com * The Lyttleton Lounge - l-nomic-l@eGroups.com * The Rushton Memorial Lounge - l-nomic-r@eGroups.com Each non-Discussion Lounge may have a Game being played within it; all postings relevant only to that Game should be made to the appropriate mailing list. To subscribe to any of the Lounges, send a blank email to "l-nomic--subscribe@egroups.com", where "" is the appropriate letter. /------------------------------------------------------------------------------\ All Mornington Crescent Rules (C) Copyright the Mornington Nomic Team - 1997-9 \------------------------------------------------------------------------------/