/------------------------------------------------------------------------------\ | | | MORNINGTON NOMIC - RULESET | | | | Volume 1 - Mornington Crescent | | | | (Last updated during Year Three, Week Forty) | | | \------------------------------------------------------------------------------/ /-------------------\ | Table of Contents | \-------------------/ 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 /-- in this file ------------------------------------------------------------- | 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 1.0 - Mornington Crescent \------------------------------------------------------------------------------/ Rule 1.0.0 - Mornington Crescent. This is the "Standard" or "Vanilla" Ruleset for Mornington Nomic. It is the basic ruleset for the game, and the basis for all other Variants and Special Rulesets. /------------------------------------------------------------------------------\ SECTION 1.1 - The Game \------------------------------------------------------------------------------/ Rule 1.1.1 - How to Win The Winner of a Game is the first Player whose Piece rests at Mornington Crescent at the end of eir Turn. If a Player has Won and all other Active Players playing that Game have acknowledged that they do not wish to Buzz the winning Turn, that Game ends. Rule 1.1.2 - A New Game The Speaker may, at any time, start a New Game by announcing this fact in the Discussion Lounge. This Game shall have a Game Number one higher than the previous new Game. This New Game may be a Normal Game (using only the Vanilla Mornington Crescent Rules), or a Special Rules Game (using one or more sets of Mornington Crescent Rules from Volumes 2-4, in addition to those of the Normal Game). Such a Game type is specified when the Speaker starts that Game. When a new Game begins, the following initial conditions apply to that Game:- * The Game shall take place in a Lounge of the Speaker's choice. * Game Time is randomly selected by the Speaker. * No Stations are Wild. * Bridges are Down. * The Game is not in Knip. * All Lines are in their Normal State. * The Drone exists as a Player in that Game. * The Drone is at Mornington Crescent. When a Game has at least three Players (including the Drone), the Order of Play is determined by the Speaker according to Rule 1.1.12 and announced to the list. That Game then commences. If a New Game does not achieve the conditions required for it to begin, and it does not seem likely that it will in the near future, then the Speaker may declare that Game to be void and is permitted to start a fresh Game in its place. Rule 1.1.8 - Joining In Any Player may apply to Join a specific current Game by mailing the Speaker with eir intention. Unless the Speaker turns down eir application (in which case e must explain eir decision, which may be challenged with an Emergency Proposal), that Player is assigned a place in the Playing Order of the specified Game, and is considered to be Playing from the point at which the Speaker announces eir Joining. When a new Player joins a Game already in progress, the Speaker shall determine er position in the Playing Order according to Rule 1.1.12. The Playing Order shall be reflected in the sequence of the Game State Document's Token Table, and may not be amended except by the addition of further new Players and the resignation of old ones. When a Player joins a Game:- * E has no defined Home Station. * E has two Black Tokens, no Blue Tokens, two Red Tokens, no Green Tokens, two Bronze Tokens, no Silver Tokens and no Gold Tokens. * E is carrying no Possessions. * Eir Line Velocity is zero. * Eir Piece is not situated on the Map. Rule 1.1.7 - Border Control Events in one Game may not directly influence the state of other Games, or affect Player details in other Games. All Rule references to Game and Player aspects within Games are taken to refer to aspects within that Game only. Rule 1.1.3 - Resignation Any Player may Resign from a Game of Mornington Crescent by posting a message to the Discussion Lounge informing the other Players of eir wish. Any Player may submit a Proposal of Type Resignation, Proposing that a Player be Forced to Resign. If a Player Resigns, e is no longer mentioned in the Token Table at the top of the Game State Document, and any aspects of that Game which are owned by that Player (such as Ticket Stubs or Home Stations) become ownerless. If, after a Resignation, there is only one non-Drone Player remaining in the Game, e is considered to have Won. E may optionally submit a GSD detailing the further Moves necessary for a victory. Rule 1.1.5 - Game Archive There shall exist an Official Document known as the Game Archive. For each Game that has ended, the Game Archive shall include a link to a copy of the final Game State Document submitted to the Game Lounge for that Game. Rule 1.1.9 - What Do Points Mean? Each Player has a number of Points, which shall be listed on the Mornington Nomic Web page, and which may never be less than zero. If a Player has more Points than any other Player, e is known as the Grandmaster. Whenever a Player Wins a Game of Mornington Crescent, e gains one Point for every other Player in that Game when it finishes (other than Team- mates) who had more Points than em, and also gains two bonus Points. Whenever a Player Loses a Game of Mornington Crescent, e loses one Point. Rule 1.1.10 - Timeout On The Grand Scale Any non-Drone Player who does not play a single move in any particular Game for a period of two calendar months should be considered to have Resigned from that Game and deleted from the relevant GSD, along with all eir Tokens and Possessions. Rule 1.1.11 - Stalemate If all Active non-Drone Players of a Game are agreed that that Game has reached a point of Stalemate, the Speaker may declare that that Game is over; the Game ends, and no Players are considered to have Won or Lost. Stalemate is defined as the point at which no Player can possibly reach victory conditions within a reasonable time limit. This definition is deliberately vague and open to interpretation and discussion, but Players are encouraged to acknowledge a reasonable Stalemate rather than simply adjusting the Ruleset so that the Stalemate is broken (particularly if the Stalemate was intentional). Rule 1.1.12 - Order of Play When one or more Players join a game the Speaker shall determine the Order of Play by adding each Player to the Game such that the number of times any Player follows the same Player across all Games is minimised. Within the above contraint the Order of Play should be random. This Rule takes precedence over Rule 1.1.7. /------------------------------------------------------------------------------\ SECTION 1.2 - The Game State Document \------------------------------------------------------------------------------/ Rule 1.2.0 - The Game State Document For each Game, there shall be an Official Document detailing each current Game state, known as the Game State Document. This lists all Moves made in the Game so far, as well as any other significant aspects of the Game state detailed in later Rules, and is posted to a Mornington Nomic Game Lounge by a Player whenever e takes a Turn. A table shall be included at the top of the GSD to list order of play; Status of Players (names of Inactive Players shall be marked with an asterisk); Players' respective Home Stations, LV, Charge and Token counts. It shall be modelled on the following example: +---------------+-------------------+----+----+----------------------+ | Player | Home | LV | Ch | Tokens | | | | | | Bk Bu Br Go Gr Re Si | +---------------+-------------------+----+----+----------------------+ |*Drone | | 0 | 0 | 0 0 0 0 0 0 0 | | Rushton | Balham | 3 | 17 | 2 0 7 0 4 0 0 | | Cryer | Bethnal Green | 1 | 14 | 2 8 6 3 1 4 1 | | Brooke-Taylor | Mudchute | 0 | 0 | 1 1 0 0 0 1 0 | +---------------+-------------------+----+----+----------------------+ The GSD shall also include the following information in an appropriate format: Disruptions; Game Time; Wild Stations; Token Stacks; Courier Pick-up and Destination Stations. On eir Turn, Players add eir Play to the end of the Game State Document, in the following format: : (, via: ) [] is the name of the Player making the Play; is a valid Move; is the Line Code of the station moved to, unless the Move is "Pass", in which case the Player shall give the name and Line Code of the station e is currently at in this space. If the station moved to has more than one possible Line Code the Player should nominate a Line Code of eir choice from those available; is the Line Code of each Move Portion and may be omitted if the Player has passed or remained on the same Line for the whole Move; is any optional Action performed by the Player. Only Actions defined by Rules are valid. If no Action is to be performed by the Player, the square brackets should be omitted. This form of destination specification incorporating the Station and line code must also be used when specifying a target Station for an Action which changes any Player's position, for instance when playing Home or a Shunt. Eg: If a Player's current position is at Holborn (CN) and e moves to Euston with a LV of 4 with no Actions, then eir Play would be: Rushton : Euston (VC via: CN,NT) Multiple Actions are permitted, provided that there is only one example of a particular Action type in the set (unless specifically allowed for elsewhere). Where multiple Actions are to be performed, each additional Action must appear in its own set of square brackets, separated by space(s) and/or a newline from the previous Action. Actions are considered to occur in the order in which they are specified in the Player's Turn. Any Actions which precede the Move itself must be placed before the Move text. If Moves are prohibited by any Rules, they may not be made. A typical excerpt from a Game State Document would be:- Brooke-Taylor : Holborn (CN via: PD,NT) Cryer : [LV+1] Edgware Road (BL) Garden : Amersham (MP) Rushton : [LV+3] Mornington Crescent (NT via: VC) Rule 1.2.1 - Doasyouwouldbedoneby Each Player on eir Turn must make all the necessary changes to the information contained in the Game State Document to ensure that it is up to date and includes all the effects of eir Turn, including any effects on other Players' LV and Token counts. Rule 1.2.2 - Disrupted Services Within the GSD, there shall be a box labelled "Disruptions" following the example format below - +- Disruptions ---------------------------------------------------------+ | | +-----------------------------------------------------------------------+ Any Station, Line Segment, component of the Map whose access is restricted by Player action, or Game State restricting Player actions where that effect does not have a definite duration (eg one Round) shall be recorded in this box along with an indication of the nature of the effect. The sequence of items in the box shall match the order in which the disruptions occurred. Duplicate items are permitted - since sequence may be significant, any such repetition should be preserved: that is, having the same effect happen twice to the same Station means two entries in the box (unless explicitly banned, of course). Once a Disrupted Map component has had an effect cleared, the corresponding item shall be removed from the box. eg Wembley Park has been Bulkheaded, and Euston has been double Pegged. +- Disrupted Services --------------------------------------------------+ | Euston (Peg), Wembley Park (Bulkhead), Euston (Peg) | +-----------------------------------------------------------------------+ /------------------------------------------------------------------------------\ SECTION 1.3 - Turn-Taking \------------------------------------------------------------------------------/ Rule 1.3.0 - Turn Summary The Game of Mornington Crescent is divided into Turns, each taken by different Player, in sequence. During each Turn, a Player may make a Move, perform Actions and collect Tokens. Moves, Plays, Rounds and Turns shall be defined as follows in combination with those definitions already extant: * A Round is a sequence of Turns in which all Active Players play. An effect which is said to endure for one Round lasts from the point at which the effect begins until the same point in the next Round (Turn Phases to be rounded up). Specifically, if something begins during the Post-Move Phase of a Player's Turn and lasts for one Round, then that something stops at the end of the Post-Move phase in that Player's next Turn or (if that Player Resigns or goes Inactive) the point after which eir Turn would have been. * A Player's Turn consists of the total set of changes that a Player makes to the GSD when e takes eir Turn, including eir Play. This may be referred to simply as 'a Turn'. * A Player's Play is the section written against eir name at the bottom of the GSD which includes the Player's Piece's Move and any Actions played. This may be referred to simply as 'a Play'. * A Piece's Move is its motion during the Movement Phase of a Player's Turn. This may be referred to simply as 'a Move'. Those Rules defining Line Velocity and changes of Line apply only to the Piece's Move unless specifically stated otherwise. Rule 1.3.4 - Turn Phases Each Turn has four distinct Phases, which must be performed in the following sequence: * Pre-Move Actions The Player may perform any number of Pre-Move Actions. * Movement The Player may perform a valid Move. * Token Collection The Player may be eligible to collect Tokens as a result of eir Move. * Post-Move Actions The Player may perform any number of Post-Move Actions. Multiple Actions are permitted, provided that there is only one example of a particular Action type made that Turn. Rule 1.3.1 - Taking a Turn To take a Turn in a Game of Mornington Crescent, a Player posts a copy of the Game State Document to the relevant Game Lounge; unless this is the first Turn of the Game, this posting will be a copy of the previous Player's GSD, with appropriate alterations. Such compulsory alterations are:- * Appending of a Valid Move and a number of Actions. * Updating of any aspects of the Game State Document which have been altered (eg. Game Time, Token possession, Knip, etc.) Optional alterations are:- * Removal of any existing Comments. * Appending to the Game State Document a Comment. Comments begin with "{" and end with a close brace "}". Comments in no way affect the state of play of the Game of Mornington Crescent, but may be required to clarify aspects of Play. * Reformatting the Game State Document if necessary (eg. realigning Moves, resizing the Token Stack table, etc.) If a Player's Turn results in some change to the Game State, such change should be mentioned in Comments, at the bottom of the GSD. A Player's name, e-mail signature and any email header information is not to be considered part of the Game State Document. Rule 1.3.2 - Playing Sequence After a Player has taken eir Turn, it becomes the Turn of the next Active Player in the Token Table at the top of the GSD. If there are no further Active Players in the Token Table (or no Turns have yet been played), it becomes the Turn of the first Active Player in the Token Table. Rule 1.3.3 - Blue. No, Yelloaaarggghh... A Player may take back eir most recent Turn and post a replacement GSD to the Game Lounge, provided that no other Players have taken eir Turn or have Buzzed the Player since. The replaced Turn is deemed never to have occurred. Rule 1.3.5 - Timing is Everything Players have 36 hours to submit eir Turn, starting from the time the previous Turn was submitted. Saturdays and Sundays are ignored for the purposes of this rule, so that if a Player submits a Turn at 10am on Friday, the next Player has until 10pm on Monday to submit eir Turn. A Player may still submit eir Turn at the weekend, in which case the 36 hours start at 0000GMT Monday. If a Player does not submit eir Turn within this time, any Player from that Game may submit a Turn containing the Move of "Timeout" (with no Actions) for that Player, and advance the Game Time by one hour. If the Forcing Player is able to take eir Turn directly after the Forced Player, e may submit eir Turn on the same GSD. /------------------------------------------------------------------------------\ SECTION 1.4 - Tokens and Possessions \------------------------------------------------------------------------------/ Rule 1.4.1 - Token Gesture In the Game of Mornington Crescent, there exist a number of differently coloured Tokens, which can be carried by Players and piled in Stacks on Stations. Tokens are created and lost as the Game progresses, and all are listed on the Game State Document. There are seven colours of Token - three Metallic (Gold, Silver and Bronze) and four Plastic (Black, Blue, Green and Red). Tokens may be awarded for certain Moves and Actions within the game, and must be expended to perform particular Actions. The Token Cost of any Action shall, where applicable, reflect the nature of the Action and the extent of its effect. The nature of the Action shall be reflected in the colour of Token required and the extent shall be reflected in the number of Tokens required. The type of Actions the different Token Colours should apply to shall be as follows: * Black - Move Actions (those which only affect the position or movement of the Actioning Player's Piece) * Blue - Indirectly Aggressive Actions (those which may indirectly affect the movement or status of another Player's Piece) * Green - Neutral Actions (those which have no immediate effect on any Piece's position, such as declarations) * Red - Aggressive Actions (those which directly affect the position, status or ability to Move of another Player) * Bronze - 'Purchasing' Actions (those relating to the acquisition of Gold Tokens and Possessions) * Silver / Gold - Special Actions (ones which should only be allowed to be used infrequently, thus cost more) Rule 1.4.19 - Token Tracking Each Player's Token totals must be maintained by the Player concerned during eir Turn. Unless its destination is otherwise specified by a Rule, any non-Bronze Token paid to perform any Action (other than that of "[Gold to Bronze]" and the other Token exchange Actions) shall be placed on a Token Stack at a Station selected by the Actioning Player. This placement shall follow the standard Rule for Token Dropping (1.14.3), except that:- * It need not be a Station which the Player has passed through. * It cannot be in the same, or an adjacent quadrant to that of the Player's final location - if this cannot be satisfied, the Token(s) are discarded. * All Tokens paid for a particular Action must be placed on the same Stack. Any Tokens surplus to the capacity of the Stack are destroyed. In the GSD's list of Token Stacks, each Station name should have its Quadrant appended to it, in parentheses. Rule 1.4.20 - Token Collection Table The following table lists the Token Bonus awarded to a Player during eir Token Collection phase, provided that the listed Event occured during eir Movement phase. +----------------------------------------+--------------+ | Event | Token Bonus | +----------------------------------------+--------------+ | Playing any Valid Move within a Zone | +1 Bronze | | for which a Zone Pass is carried | | +----------------------------------------+--------------+ | Moving to an Interchange with | +1 Red | | exactly two lines | | +----------------------------------------+--------------+ | Moving to an Interchange with | +1 Black | | exactly three lines | | +----------------------------------------+--------------+ | Moving to an Interchange with | +1 Blue | | exactly four lines | | +----------------------------------------+--------------+ | Moving to an Interchange with | +1 Silver | | five or more lines | | +----------------------------------------+--------------+ | Passing through exactly two | +1 Red | | Interchanges | | +----------------------------------------+--------------+ | Passing through exactly three | +1 Black | | Interchanges | | +----------------------------------------+--------------+ | Passing through exactly four | +1 Blue | | Interchanges | | +----------------------------------------+--------------+ | Passing through five or more | +1 Silver | | Interchanges | | +----------------------------------------+--------------+ | Playing a non-Pass Move which did not | +1 Black | | involve a change of Line | | +----------------------------------------+--------------+ | Moving to a Station of a type which | +1 Blue | | matches the Moving Player's Worn Hat | | +----------------------------------------+--------------+ If a Player passes through the same Interchange more than once in a single Move, only the first instance counts with regard to calculating any Token benefits awarded for passing through Interchanges. Rule 1.4.18 - The Emporium Any Player may purchase the following Possessions, at the following costs, by playing the ten-minute neutral Action of "[Purchasing ]" at any British Rail Station, where "" is the Possession being purchased. Dispensable Possessions may be purchased at any Station. Additionally, Edible Possessions may be purchased at the Player's Home Station. When buying a "Zone Pass", "" should be replaced with a single digit of the purchasing Player's choice, between two and six. When buying a " Stub", "" should be replaced with the name of the Station the Player's Piece is situated at. A Stub may not be Purchased if it has been Purchased previously in the Game (even if it has since been destroyed). +---------------------+------+---------------------------------+ | Possession | Cost | Qualities | +---------------------+------+---------------------------------+ | All Day Rover | 3 Br | Small, Papery | | Book | 3 Br | Papery | | British Rail Coffee | 3 Br | Edible | | Casiotone | 3 Br | Musical | | Chocolate Bar | 1 Br | Small, Edible, Dispensable | | Drum | 2 Br | Musical | | Gloves | 3 Br | Small, Garments | | Guitar | 4 Br | Musical | | Hat | 2 Br | Garment | | Harmonica | 2 Br | Small, Musical | | Knerdling Stick | 3 Br | Small, Unique, Dispensable | | Lukewarm Burger | 4 Br | Edible | | Magnifier | 6 Br | | | Marmalade Sandwich | 2 Br | Edible | | Money Belt | 5 Br | | | Newspaper | 1 Br | Papery, Today's, Dispensable | | Overcoat | 6 Br | Garment | | Overpriced Baguette | 5 Br | Edible | | Piano | 9 Br | Musical, Huge | | Remote Control (Off)| 3 Br | Small, Electrical | | Saxophone | 5 Br | Musical | | Scarf | 3 Br | Garment, Woolen | | Spanger | 6 Br | | | Spectacles | 4 Br | Small, Garment | | Stub | 2 Br | Small, Papery | | Vacuum Cleaner (Off)| 6 Br | Large, Electrical | | Violin | 4 Br | Musical | | Zone 1 Pass | 3 Br | Small, Papery, Dispensable | | Zone Pass | 2 Br | Small, Papery, Dispensable | | Zones 1-3 Pass | 4 Br | Small, Papery, Dispensable | | Zones 1-6 Pass | 8 Br | Small, Papery, Dispensable | +---------------------+------+---------------------------------+ A Player may sell any of the above goods ([Selling ]) back to the Emporium at half price (rounding all fractions down) provided e is at a Station where that item may be Purchased. Rule 1.4.12 - The Luggage There shall be a section of the Game State Document known as the Luggage Rack, detailing Possessions of each Player. Hats shall be abbreviated by listing only the initial letter of the Hat type, as shown below. A typical Luggage Rack would be:- +---------------+--------------------------------------------------------+ | Brooke-Taylor | Queen's Park Stub, Hat (C) | | Cryer | Hats (COT), Overpriced Baguette | | Garden | Euston Stub, Drone Stick | | Rushton | Charing Cross Stub, Hats (ACOTV) | +---------------+--------------------------------------------------------+ Rule 1.4.22 - Discarding Possessions Any Player may perform the Action "[Discarding ]", where "" is any Possession that e is carrying (provided that it is not Cursed). Upon performance of this Action, that Possession is destroyed. This Action may be performed more than once per Turn. Rule 1.4.9 - Hoard of the Things If it would be possible to add a Token to the Token Stack at a Player's Home Station, that Player may perform the post-Move Action of "[Hoarding ]", where "" is a list of Tokens being Hoarded, their number not exceeding the unused space in their Home Station's Stack. Hoarded Tokens are removed from the Token Table and placed one-at-a-time on the Token Stack of the Actioning Player's Home Station. Rule 1.4.23 - Unique Opportunity Certain Possessions may possess the "Unique" attribute. If, for any reason, more than one instance of a single Unique Possession is in play, the most recently-created instance is immediately destroyed. If more than one instance of a Unique Possession is created simultaneously, all but one of those instances are immediately destroyed. Rule 1.4.6 - You Can Leave Your Hat On There exist seven categories of Hat: A-Z, British Rail, Compass, Terminus, Verdant, Hard, Silly. The first five types of Hat may only be bought from Stations of the same type (Terminus Hats from a Terminus Station, for example): Hard and Silly Hats may be bought from any Emporium station. A Player may perform the Action "[Purchasing Hat ()]" if e is situated at a Station which a Hat of the specified type may be claimed from, and if e is not carrying a Hat of that type already. A Player may perform the Action "[Cashing in Hats]" if e is carrying an A to Z, British Rail, Compass, Terminus and Verdant Hat; upon performing this Action e loses all of those Hats and gains one Gold and two Silver Tokens. No Player may Purchase a Hat in the same Turn as cashing Hats in. Rule 1.4.7 - Suspect Packages There exists a Game entity called the Suspect Package, which may be present on the Map; its presence is indicated as a Token Stack with the text "Susp Package", at that Station. If a Station contains a Suspect Package, a Move which passes through that Station is Invalid. If there are less than three Suspect Packages in play, any Player may create a Suspect Package with the Neutral Action "[Dropping Package at ]", where "" is the Actioning Player's current location, or any Station e has passed through so far this Turn. The Suspect Package may be Shunted as though it were a Player with the name "Suspect Package"; it carries no Tokens or Possessions. Rule 1.4.10 - This Token has a Cash Value of 0.0001p Any Player may perform the Action of "[Bonanza]", provided that its cost is paid with ten Plastic Tokens of the same colour. Upon performing this Action, the Actioning Player gains one Gold Token. "[Bonanza]" is considered a Token Exchange Action. Rule 1.4.15 - You Got A Light Mac? Any player possessing an Overcoat is considered to possess a Nantucket ("The secret pocket which eats your train ticket" - D.Adams/J.Lloyd). Any number of Small Possessions may be stored therein - they are denoted by (brackets) surrounding them. Possessions in a Nantucket may not be manipulated in any way by any player, with one exception: the owner of a Nantucket may play the "Reshuffling" Action once per Turn, provided e is wearing eir Overcoat. This Action allows the Player to move any or all of eir Small Possessions into and out of eir Nantucket as e sees fit. If a Player's Overcoat is stolen by another Player, and the robbed Player has only one Overcoat, all of the victim's Nantucketed Possessions are moved (remaining Nantucketed) to the stealing Player's inventory. If a Player loses an Overcoat and has none left as a result, all of eir Nantucked Possessions are also lost. Any possessions in a Nantucket are not considered to be carried by the Player in question unless the Rule checking such possession specifically refers to Nantucketed possessions: but they are still considered to exist in the game. Rule 1.4.16 - Playing with Food Items of food have the following special effects:- * Marmalade Sandwich When a Player performs the Action "[Eating Marmalade Sandwich]", a Special Move to Paddington is permitted. * British Rail Coffee If a Player carrying a cup of British Rail Coffee is Shunted, all Coffee carried by that Player is destroyed, along with all Papery Possessions carried by the Shunting Player. When a Player performs the Action "[Eating British Rail Coffee]", all Actions performed during the remainder of eir Turn have their durations halved. * Overpriced Baguette The Action "[Eating Overpriced Baguette]" has a duration of twenty minutes. A Player may perform the Action of [Eating ] at the start of eir Turn, where is an Edible Possession that the Player is carrying. Upon performance of this Action, the Actioning Player gains Line Velocity equal to the cost of the Victual in Bronze Tokens, and the Eaten Possession is destroyed. Rule 1.4.24 - The Podume of Infinite Darkness There exists a Unique, Cursed Possession known as the Podume of Infinite Darkness, which may be present on the Map; a PoID's presence is indicated as a Token Stack with the text "PoID", at that Station (the PoID is not, however, a Token, and it may coexist with a Token Stack). It may be placed on a Station or picked up from that Station (with the Actions of [PoID on ] and [Collecting PoID] respectively) by any Player who has passed through that Station during eir Turn, or who rests at it. The PoID may also be Shunted as if it were a Token Stack, using the name "PoID". If there is no PoID in play, any Player may perform the Action of "[Forging PoID]" to bring the PoID into play, in eir Possession, provided that e is not located at a Holy Station, and that Game Time is outside of Peak Hours. If performed at midnight, this Action's cost is halved. If a Player is carrying the Podume of Infinite Darkness, dark forces protect em from the attentions of other Players; if a Player's Move involves passing through or Moving to a Station which contains a Player who carries the Podume, that Move is Illegal. All power comes at a price, however - at the end of each of the Turns of a PoID-carrying Player, e should select two Tokens from those e is carrying (selecting as many non-Black Tokens as possible), and replace them with Black Tokens. If a Player carrying the Podume of Infinite Darkness ever passes through or rests at a Holy Station, or the Podume itself rests at a Holy Station, the Podume is instantly destroyed. If the Podume of Infinite Darkness rests at a Station, all Players act as if they were carrying it. In addition, at the start of each Player's Turn, the top Token of every Token Stack is replaced with a Black Token. If the Podume should rest at Mornington Crescent, its effects are worsened; Tokens are destroyed rather than being blackened. In addition, the Player responsible for placing the Podume at Mornington Crescent should should roll a single 295-sided die after submitting each of eir Turns. The next Player to take eir Turn should look this number up on the Venbacker Table; if it equates to a Holy Station, nothing happens. Otherwise, the relevant Station is wracked by a terrible explosion, with the effect of a Suspect Package being detonated at that Station. If the Podume is ever at Mornington Crescent and there are no Tokens left in the Game, the Game is abandoned with no Winner (all Players are considered to have Lost). Rule 1.4.25 - Release the Pigeons! Pigeons exist in the Game, as Possessions. No Player may carry more than four Pigeons at any one time. If this limit is exceeded at the end of that Player's Turn, then the number of Pigeons carried shall be reduced accordingly. In addition, if no Pigeons have actually been caught that Turn, and more than two Pigeons are held by the Player, then a single Pigeon escapes the Player's grasp and the number of Pigeons held is reduced by one. Any Player may perform the post-Move Action "[Catching Pigeon]" to add a Pigeon to eir Inventory, provided that their Piece is situated at Charing Cross (the Station nearest to Trafalgar Square). If the Actioning Player is carrying an Overpriced Baguette, e instead adds two Pigeons to eir Inventory. Any Player may perform the post-Move Action "[Releasing Pigeon(s)]", provided that their Piece is situated at a Park Station in Zone 3, 4, 5, 6 or 7. Upon performing this Action, all Pigeons carried by the Actioning Player are removed from eir Luggage, and e gains one Gold Token for each Pigeon released in this manner. A Player carrying one or more Pigeons may not perform an "Eating" Action, and if e is ever Shunted, all Pigeons e carries (bar any that might be stolen by the Shunter) are removed from eir Luggage. Rule 1.4.28 - Day Tripper! The All Day Rover Card is a Small, Papery posession that costs 3 Bronze. When a Player purchases an All Day Rover Card, it is 'stamped' with the current game day. This makes it look like " Rover Card" in the Luggage - for instance, an All Day Rover Card purchased at 11:30 on a Thursday would look like "Thursday Rover Card". Cards that have the same stamp as the current game day are said to be Current, and Cards that have a different day are said to be Expired. While a Player owns a Current All Day Rover Card, e pays nothing to perform the [Line Change] Action. If a Player owns an Expired All Day Rover Card, it is automatically discarded. Rule 1.4.29 - Spanging Offence If a Player is carrying a Spanger, e may perform Shunt Actions free of charge, and eir Line Velocity is not decreased when performing them. Rule 1.4.30 - The Emperor's New Clothes If a Player has a "Garment" Possession in eir Luggage Rack, e may perform the Action of "[Wearing ]" to Wear it, or "[Removing ]" to Remove it. Possessions being Worn are indicated by surrounding their names with asterisks. A Garment that is being Worn cannot be removed from its owner's Luggage Rack by any Action. A Player cannot Wear more than one Garment of the same Type (no more than one Overcoat, no more than one Hat, etc.). Rule 1.4.31 - Size Matters Possessions come in four sizes: * Small, * Medium, * Big, and * Huge Unless otherwise defined, Possessions are Medium-sized. A Player may carry any amount of Small and Medium-sized Possessions. A Player can carry no more than two Big or Huge Possessions, including at most one Huge Possession. A Player carrying a Huge Possession may not perform any Standard Move. Rule 1.4.32 - Read All About It! A Newspaper is a Papery posession that costs 1 Bronze Token. When a Player purchases a Newspaper, it is 'stamped' with the current game day. This makes it look like "'s Paper" in the Luggage - for instance, an Newspaper purchased at 11:30 on a Thursday would look like "Thursday's Paper". Newspapers that have the same stamp as the current game day are said to be Today's, and Newspapers that have a different day are said to be Yesterday's. While a Player owns Today's Paper, e pays nothing to perform the [Walking] Action. While a Player owns Yesterday's Paper, e pays nothing to perform the [Walking] Action, but automatically discards the Paper upon performing that Action. Rule 1.4.33 - Zzzzzzzzzzap! Electrical Possessions are either On or Off, Off being the default. A Player can switch one of eir Electrical Possessions On or Off by using the Neutral Action [ On] or [ Off], respectively. If a Line is in an Electrified State, all Electrical Possessions carried by Players whose Pieces are on the said Line, are Off. Rule 1.4.34 - Pushing and popping A Player may perform the Action [Inverting Stack at ] to invert the Token Stack at the named Station. This reverses the order of the Tokens in the Stack - to wit, the bottom token becomes the top, the second bottom becomes the second top, and so forth. Rule 1.4.35 - Not Hamsters Rats exist in the Game, as Possessions. No Player may carry more than four Rats at any one time. If this limit is exceeded at the end of that Player's Turn, then the number of Rats carried shall be reduced accordingly. Rats have quite an appetite. If, at the end of any Turn, a Player carries one or more Rats and any number of Edible or Papery Possessions, all of eir Edible and Papery Possessions are destroyed. In addition, if no Rats have actually been caught that Turn, and more than two Rats are held by the Player, then a single Rat escapes the Player's grasp and the number of Rats held is reduced by one. Any Player may perform the post-Move Action "[Catching Rat]" to add a Rat to eir Inventory, provided that their Piece is situated at a Closed Station, a Ghost Station or a Station which lies solely on a Line which is Under Construction. If the Actioning Player is carrying a Lukewarm Burger, e instead adds three Rats to eir Inventory. Any Player may perform the post-Move Action "[Releasing Rat]", to set a single Rat free. Upon performing this Action, one Rat carried by the Actioning Player is removed from eir Luggage. If any Players sharing a Station with the Actioning Player are carrying an Edible or Papery Possession, the Actioning Player may place a Rat in one of those Players' Luggages. This Action may be performed multiple times during a single Turn. A Player wearing a Scarf may perform the Action [Release Rat] as a Neutral Action. Rule 1.4.36 - Knerdling There shall be a Small, Unique, Dispensable Possession called a Knerdling Stick. If the following are true: - The Player, whose Turn it is, has received a Clamp Possession since e last took a Turn, and has not been Inactive during that period: - That Player is in possession of the Knerdling Stick, which e must have received prior to receiving the Clamp in question: Then the Player may play the Pre-Move Action of "Knerdling ", where is any Player (other than the Player who gave em the Clamp in the first place) whose position can be reached without a change of Line or of Line Direction, and provided that there are no Blocks, Bulkheads or other Players in between the Knerdling and Knerdled Players. Knerdling may only be performed as the first Action of a Turn. Upon doing this, the Clamp and the Knerdling Stick are removed from the Knerdling Player's Possessions and added to the Knerdled Player's Possessions. It should be noted that the Clamp is considered to be handed over before the Knerdling Stick, which thus cannot be used against that particular Clamp by the Knerdled Player. This is the only way in which a Player may get rid of a Clamp without performing the Clamp-removing Action specific to that type of Clamp. Rule 1.4.37 - Death and Taxes Any Player may perform the Action of "[Poll Tax]". This Action eliminates one Token of each colour from each Player. If a Player has no Tokens of a colour, no Tokens of that colour are taken from em. Rule 1.4.38 - The Velocity Bomb A Player may perform the Action of "[Velocity-Bombing ]", where is a Player who shares a Station and Line with the Actioning Player. Upon performing this Action, the targetted Player gains a "Velocity Bomb (Dormant)" - a Cursed Possession. If the LV of a Player carrying a Velocity Bomb (Dormant) is ever more than four, it is immediately replaced with a Velocity Bomb (Primed) (also a Cursed Possession). At the end of a Player's Turn, if that Player is carrying a Velocity Bomb (Primed) and has an LV below five, the Bomb explodes as if it were a Suspect Package which had just been detonated. A Player may perform the Action of "[Removing Velocity Bomb]" to destroy a single Velocity Bomb in eir Possession, provided that their Piece is situated at a British Rail Station. Upon performing this Action, a Player's LV is reduced to zero. Rule 1.4.39 - Open the Cutlery Drawer, Mrs Higgins A Player may perform the Action of "[Spooning ]", where "" is a Player who shares a Station and Line with the Actioning Player. A Spooned Player gains a "Spoon Clamp" Possession. Spoon Clamps are Cursed Possessions. If a Player is carrying a Spoon Clamp, e may not perform any Action which involves the expenditure of Blue, Red, Silver or Gold Tokens, and if eir LV is ever above four, it becomes four. A Player may destroy a single Spoon Clamp which they are carrying, by performing the Action of "[Unspoon]" whilst at any Station in Quadrant Zero. Rule 1.4.40 - The Narg Clamp explained A Player may perform the Action of "[Narging ]", where is a Player who shares a Station and Line with the Actioning Player. A Narged Player gains a "Narg Clamp" Possession. Narg Clamps are Cursed Possessions. If a Player is carrying a Narg Clamp, e may only move horizontally or vertically; if eir Move involves passing along a section of Line which was not completely horizontal or vertical, that Move is Illegal (unless their Piece is not considered to pass through Stations this Turn). A Player may destroy a single Narg Clamp in eir Possession, by performing the Action of "[Anti-Narg]" whilst at Tottenham Court Road. Rule 1.4.41 - The Green Clamp A Player may perform the post-Move Action of "[Greening ]", where is a Player who shares a Station and Line with the Actioning Player. A Greened Player gains a "Green Clamp" Possession. Green Clamps are Cursed Possessions. At the end of any Turn of a Player carrying a Green Clamp, if that Player has not performed the "[Recycling]" Action, eir Turn is Illegal. A Player may destroy a single Green Clamp which they are carrying, by performing the Action of "[Degreening]" whilst at any Green Station. Rule 1.4.42 - The Freem Clamp explained A Player may perform the Action of "[Freeming ]", where is a Player who shares a Station and Line with the Actioning Player. A Freemed Player gains a "Freem Clamp" Possession. Freem Clamps are Cursed Possessions. If a Player is carrying a Freem Clamp, e may not move eir Piece through any Interchanges with more than two Lines and may not Shunt or Straddle. A Player may destroy a single Freem Clamp which they are carrying, by performing the Action of "[Freem-away!]" whilst at any Station in a Zone above (outside) Zone 4. Rule 1.4.43 - Vermicious Knids A Player may perform the Action of "Knidding ", where is a Player who shares a Station and Line with the Actioning Player. The Knidded Player gains a "Knid Clamp" Cursed Possession. A Player who is in possession of a Knid Clamp may not play the [Opening MC] Action, or make any Special Moves (those defined as such in Rule 1.5.0). Also, eir Home Station is considered Open to all Players, who may make Moves which pass through or land on it without having to pay a Toll. A Player may destroy a single Knid Clamp in eir Possession, by performing the Action of "[De-Knidding]" whilst at eir Home Station. Rule 1.4.44 - Consider Yourself Toffed A Player who shares a Station and Line with another Player at the end of eir Move may perform the Action "Toffing ": the target Player gains a Toff Clamp immediately. A Toff Clamp is an Cursed Possession. A player carrying a Toff Clamp may not make any Standard Move that does not leave em closer to the Station at which e commenced eir Turn on the Turn immediately prior to being Toffed. A Toff Clamp may be removed by use of the [De-Toffing] Action, provided the Player is situated at the Station at which e commenced eir Turn on the Turn prior to receiving the Toff Clamp. Rule 1.4.45 - Magno-Clamps A Player may perform the Action of "[Magno-Clamping ]", where is a Player who shares a Station and Line with the Actioning Player. A Magno-Clamped Player gains a "Magno-Clamp" Possession. Magno-Clamps are Cursed Possessions. If a Player is carrying a Magno Clamp, e attracts Metallic Tokens from eir surroundings; e may perform the neutral Action of "[Attracting]" to exert this ability - upon performing the Action, e may take one Metallic Token from each Player or Token Stack which is less than three Stations away from eir Piece. However, a Player carrying a Magno Clamp will find it hard to let go of any Metallic Tokens e has - if a Player is carrying a Magno Clamp, e may not perform any Actions which involve the expenditure of Metallic Tokens, may not Drop or Hoard Metallic Tokens, and Metallic Tokens may not be taken from eir Possession by other Players. If a Player carrying a Magno Clamp plays a Move which involves passing through or leaving a Station occupied by another Player carrying a Magno Clamp, that Move is Invalid. A Player may destroy a single Magno Clamp which e is carrying, by performing the Action of "[Magno-Gone]". Upon performing this Action, the Actioning Player loses four Metallic Tokens of eir choice, if e has any. Rule 1.4.46 - Radiation A Player possessing a Remote Control may perform the Action of "Radiating ", where is a Player who shares a Station and Line with the Actioning Player, also known as the Controller. The Radiated Player, also known as the Controllee, gains a "Radio Clamp" Cursed Possession. A Controllee may remove a Radio Clamp by playing the "De-Radiating" while sharing a Station and Line with eir Controller. This causes the Remote Control to explode, causing Light Damage to the Station occupied by the Controller, as well as destroying one Token of each colour, belonging to the Controller, if e has any. If a Remote Control is destroyed, except by "De-Radiating", the corresponding Radio Clamp is destroyed, too. Each Radio Control has a unique number, assigned to it by the purchasing Player at the time of the Purchase. The Radio Clamp, once created, gets the same number as its corresponding Radio Control. The Controller of a given Radio Control, identified by may, if the Radio Control is On, perform the following Actions: * [Radio Clamp LV+X] to add X, which may be no larger than 3, to the LV of the possessor of the Radio Clamp identified by . * [Radio Clamp LV-X] to deduct X, which may be no larger than 3, from the LV of the possessor of the Radio Clamp identified by . * [Radio Clamp to ] to command the possessor of the Radio Clamp identified by to Move to on eir next Turn. The Station must be within the LV of the Controllee. If the Controllee Moves to another Station, and the Radio Control is On at the time of the Move, e Loses a Metal Token, if e has any. Rule 1.4.47 - Number Six Prison Clamps are Cursed Possessions. A Player carrying a Prison Clamp may not play a Move other than "Pass", and e may not be targetted by Actions. At the start of a Player's Turn, if that Player has been carrying a particular Prison Clamp for more than two Rounds, it is destroyed. If a Rule states that a Player be "Sent to the Tower", eir Piece is moved to Tower Hill and e gains a "Prison Clamp" Possession. Rule 1.4.48 - Foskdyke's Magnifier If a Player is carrying a Magnifier Possession, e may perform the Pre-Move Action of "Magnify". This has the effect of loosening Fosdyke Requirements on Actions operating on a particular Station, Player, Token Stack or Line played during that Turn such that a single Fosdyke Requirment component may have its index increased by one. For example - * (S0) => (S1) - the Player need only be adjacent rather than co-located * (S0,L0) => (S1,L0) or (S0,L1) - the Player may be at an adjacent Station on the same Line, or on a different Line at the same Station. Rule 1.4.49 - Vizhke's Voracious Vacuum If a Player is carrying a Vacuum Cleaner Possession, e may perform the Post-Move Action of "Vacuuming ", where "" is any Station which the Actioning Player's Piece has passed through, or started or ended eir Move at, and which contains a Token Stack. This has the effect of picking up all the tokens in the nominated token stack in one go. The [Vacuuming] Action may not be performed in the same Turn as a [Claiming] Action. Underground Stations are not, despite the best efforts of the staff, particularly clean places. When a Vacuum Cleaner is used, it will pick up various detritus alongside the Tokens desired and eventually it will fill up. To indicate this fact, each time that the Action is played an asterisk is appended onto the Vacuum Cleaner possession used in the luggage rack - these asterisks indicate how full the Vacuum Cleaner is, and as such are transferred with the Vacuum Cleaner should its ownership change. Once the Vacuum Cleaner has three asterisks next to it, it is considered full and is destroyed. /------------------------------------------------------------------------------\ SECTION 1.5 - Moves \------------------------------------------------------------------------------/ Rule 1.5.0 - Valid Moves The following Moves are possible in the Game of Mornington Crescent: * The name of any Station on the Map * The word "Pass" * The word "Timeout" All Moves are Valid by default, unless a Rule or combination of Rules declares them to be Invalid. A Move of "Pass" or "Timeout", however, is *always* Valid. Certain events permit Players to make Special Moves to a given destination - these Moves do not pass through Stations, but may still be made Invalid by other Rules. In addition, a Player's LV is reduced to zero after making a Special Move. (When a Rule says that something 'permits a Special Move', this means that it permits the current Player to make a Special Move during the current Turn.) Rule 1.5.1 - Keeping the Piece Each Player has a Piece which may be moved around the Map. Unless a Piece's position is modified during another Player's Turn, it does not change between the end of its owner's Turn and the start of its owner's next Turn. Stations "passed through" during a Move are all of those along the route which the Player's Piece has taken, excepting the Station it started and ended the Move at. Rule 1.5.2 - Passing If a Player plays "Pass" as eir Move, eir Line Velocity is set to zero. Any references to eir "previous Move" should be taken as referring to the last Station e played as eir Move. Rule 1.5.3 - Dogs Must Be Carried If two stations have separate and different names, but are nevertheless linked together by a single Interchange symbol, they are said to have an Escalator Link between them. The currently recognised Escalator Links are: * Bank (CN, NT, WC, DL) <--> Monument (DS, CL) * Tower Hill (DS, CL) <--> Tower Gateway (DL) * Bow Road (HC, DS) <--> Bow Church (DL) If a Player finishes eir Move at one of the stations, e may use the Escalator Link, by playing a move of the form "Monument (for Bank)" - e is considered to finish eir Turn at the Station in parentheses, although eir Move was to the other Station. The two Stations are otherwise considered separate for the purpose of counting how many Lines are in an Interchange (for example, Bank counts four and Monument two, rather than either counting six.) The Player may change Line at either end of the Escalator Link mid-move: but if the change is from a Line which passes through one of the Stations to a Line which passes through the other, both stations must be counted against the Player's LV (but only one Interchange). Thus, a move from Aldgate to Shadwell requires an LV of 3 (Aldgate - Tower Hill - Tower Gateway - Shadwell), but passes through only one Interchange. If a move to or through either Station would not be legal, or a change of Line at one of the Stations is prohibited by any Rule, the Escalator Link may not be used either mid-move or at the end: however, the other Station and the Lines through it remain unaffected. Thus, if Monument is Blocked or has had a Fire, then a Move may still pass through Bank, and even change Line to another of the Lines at Bank, but not to either of the Lines at Monument. Rule 1.5.4 - Go With The Flow The following terms shall be defined with relation to a Move made by a Player: Move Node: The Station at which the Move commences, or the Station at which the Move stops, or an Interchange Station at which the Piece changes line or line branch. An Interchange Station which a Piece passes through is only a Move Node if the Piece changes line or line branch. A non-Interchange Station can only be a Move Node at the start or end of a Move, or if it is Co-Situated. Line Segment: a) in the context of a Move, the stretch of line between two Move Nodes; b) outside the context of a Move, any user-defined section of a single line described by the first and last station of the section and its Line Code, e.g. Whitechapel to Barking (HC). Stations on a Line Segment form a part of that Line Segment. If a Line Segment has more than one possible Line Code, its Line Code is that specified by the user. Line Direction: The direction of travel along a Line Segment. Move Portion: The section of Move consisting of travel along a particular Line Segment. Junction: A point at which a line trunk splits into two or more branches. A Piece may not change Line Direction during a Move Portion. A Piece may not change Line Direction during a Move Portion, or when changing Line at a Co-Situated Station during a Move. Rule 1.5.6 - On the Rebound A Player may perform the pre-Move Action "[Rebounding]" to set emself up to rebound during eir Move. If a Player has performed the "[Rebounding]" Action, e may, during eir Move, rebound at Stations which are adjacent to Blocked Stations (provided that e is on a Line which the two Stations have in common), and at Terminus Stations. When rebounding at a Station, the rebounding Player may change Line Direction. Rule 1.5.7 - Heathrow Loop-the-Loop If a Piece Move involves traversing the section of the Piccadilly Line running through the Heathrow Stations in an anti-clockwise direction, that Move is Invalid. Rule 1.5.10 - Hard Hats Must Be Worn If a Player is not Wearing a Hard Hat Possession, Moves to Stations which lie solely on Construction Lines are Invalid, as are Moves which involve passing along a length of Construction Line. A Construction Line is one which is designated as "under construction" on the Map. Rule 1.5.11 - Changing Line A non-Special Move that involves a change of Line is Invalid unless the Moving Player has performed a "[Line Change]" Action during eir Turn. The Line Change Action is different to all other Actions in that it need not be documented in the text of the Player Move; it is implicit from the listed Line Codes. Rule 1.5.12 - Farkling A Player may play a Move of "Farkle", provided that e performs no Actions during that Turn. Such a Play is identical in every respect to a Move of "Pass", except that, upon making it, the Player who makes it may adjust Game Time to any day and time. Rule 1.5.13 - Translocations An Action designated as a Translocation is one that allows the current Player to move eir Piece to a new station outside of the normal Move phase. This is done by directly shifting the Piece to the new location - the Piece does not pass through Stations, but the movement may still be invalidated by other Rules. The shift of the Piece takes place immediately after the completion of the Translocation Action. The Station thus Translocated to must not be Blocked, Closed or have any other impediment which would prevent an ordinary Move to that Station from being performed (although not necessarily by the Player performing the Translocation. /------------------------------------------------------------------------------\ SECTION 1.6 - Line Velocity \------------------------------------------------------------------------------/ Rule 1.6.1 - Line Velocity Each Player has a Line Velocity (abbreviated to "LV"), being a non-negative integer number, which represents the speed at which eir Piece is moving around the Map. A Player's LV remains unchanged from the end of eir Turn until the start of eir next Turn, unless modified during another Player's Turn. If a Player's LV is ever less than zero, it immediately becomes zero. Rule 1.6.2 - Getting There When a Player makes a Move to a Station, that Station must be at a distance of 'x' Stations, where 'x' is eir Line Velocity - if it is closer or further, e cannot get there at that speed, and such a Move is Invalid. When making a Special Move, however, an incorrect Line Velocity will not make a Move Invalid. Rule 1.6.3 - Greg! The Stop Sign!! A Player may perform the pre-Move Action of "[LV+X]" or "[LV-X]", where 'X' is an integer between one and three, to adjust eir Line Velocity appropriately. /------------------------------------------------------------------------------\ SECTION 1.7 - Actions \------------------------------------------------------------------------------/ Rule 1.7.1 - Action Types Actions are classifiable according to when they may be played with relation to movement of the Player's Piece: * Pre-Move Actions - may only be played prior to movement of the Piece. * Post-Move Actions - may only be played after the Piece is moved. * Neutral Actions - may be played as either Pre- or Post-Move Actions. The following section lists the available Actions according to these classifications. A duration is only specified where it varies from the standard value defined in the Rule "Carol Vorderman's Revenge". The "Cost" column of each Table shows the cost or requirements of that Manoeuvre - typically an amount of Tokens. Where no cost is specified, that Action is free. The "Gain" column shows the benefit to the Actioning Player of playing that Action in terms of Tokens gained. Rule 1.7.2 - Actions The following table is an index to all Actions in Mornington Nomic. It should be used as a guide; the full details given in the pertaining Rule may give requirements and effects not listable here. In particular, the Cost, Gain and Fosdyke Requirements (FR) columns are not guaranteed to be complete. In the Fosdyke Requirements column, the Subject is given to be the Piece of the Player performing the Action and the Object is usually (but not always - again, check the context in the Rule) the first object mentioned as a variable (i.e. in ) in the Action. ----------------------------------------------------------------------------- Action Phase Rule Dur Cost Gain FR ----------------------------------------------------------------------------- [Anti-Narg] Post 1.4.40 1Bk [Applauding ] Neut 0.9.4 none [Attracting] Neut 1.10.14 varies [Begging] Neut 1.7.61 +1 Plastic [Bifurcating to ] Post 1.7.42 30 1Go,2 Gr [Blocking ] Post 1.9.1 1Re (S1) [Blonking ] Post 1.10.16 20 1Re [Blue to Gold] Neut 1.7.21 none 2Bu 1Go [Bonanza] Neut 1.4.10 10Plastic 1Go [Bridges Up] Neut 1.8.3 2Bu [Bridges Down] Neut 1.8.3 2Bu [Bronze to Gold] Neut 1.7.21 none 8Br 1Go [Bronze to Silver] Neut 1.7.21 none 4Br 1Si [Bulkheading ] Neut 1.9.3 20 4Re (S1) [Busking] Neut 1.7.20 50 varies [Cascade Kill] Post 1.7.37 2Re [Cascade Sidestep] Pre 1.8.2 3Bk [Cascade Steal] Post 1.7.37 3Re [Cashing In Hats] Neut 1.4.6 1Go,2Si [Catching Pigeon] Post 1.4.25 [Catching Rat] Post 1.4.35 [Charge Spiral] Neut 1.8.11 3Bu [Charge Tunneling] Post 1.19.4 20 1Si [Claiming a Post 1.14.4 5 (S0) Token from ] [Claiming Drone Stick] Neut 1.15.1 3Bu [Collecting Parcel] Neut 1.11.2 [Collection Plate] Neut 1.11.7 1Si [Collecting PoID] Neut 1.4.24 none [Collecting Tithe] Neut 1.7.31 1Bu [ Wormhole to ] Post 1.7.13 20 2Si [Constructing Generator] Neut 1.7.54 2Gr,2Si [Courier Call (Fixed)] Post 1.11.2 1Gr [Courier Call (Random)] Post 1.11.2 [Cowering] Post 1.7.56 1Bu [Craze Sidestep] Pre 1.8.13 3Bk [Dead-End Shunting to Post 1.10.3 1Re (S=LV) ] [Declaring ____ Gambit/ Post 1.18.1 5 as specified Manoeuvre] and 1Gr [Declension] Pre 1.7.58 [Defaming ] Neut 1.11.7 5Bk (S1) [Defusing Package] Post 1.7.30 20 1Si [Degreening] Post 1.4.41 2Gr [De-Knidding] Post 1.4.43 [De-Radiating] Neut 1.10.18 1Re,1Bu [De-Toffing] Post 1.4.44 1Bk [Delivering Parcel] Neut 1.11.2 3Go [Denying the ____ Gambit/ Post 1.18.4 none 1Re,1Bu varies Manoeuvre] [Detonating Package] Post 1.7.30 20 2Re (S<5) [Discarding ] Neut 1.4.22 none [Dollis Sidestep] Pre 1.8.1 1Si [Dollis Escape] Pre 1.8.1 [Double Helsinki] Neut 1.7.57 6Bu [Double-Shunting Post 1.10.2 1Re to ] [Dropping Package at ] Neut 1.4.7 2Re (S0) [Duration: +0x00] Neut 1.7.51 xBu [Eating ] Pre 1.4.16 10 [Eating Overpriced Baguette] Pre 1.4.16 20 [Electroplating] Neut 1.7.46 1Br 1Go [fFrobisher fFlourish] Neut 1.7.59 5Bu [Finding] Post 1.7.53 30 2Br varies [Fire at ] (Inter) Post 1.9.2 10 per 4Re line [Fire at ] (Other) Post 1.9.2 2Re [Forging PoID] Post 1.4.24 60 10Bk [Freeming ] Post 1.4.42 20 1Re,1Gr (S0,L0) [Freem-away!] Post 1.4.42 [Freewheeling] Pre 1.7.45 [Generating Token] Neut 1.7.54 1Gr varies [Ghosting] Pre 1.11.6 1Bk [Giving Tokens to ] Post 1.7.27 [Gold Rush] Post 1.7.x 1Gr [Gold to Blue] Neut 1.7.21 none 1Go 3Bu [Gold to Silver] Neut 1.7.21 none 1Go 2Si [Gold to Bronze] Neut 1.7.21 none 1Go 8Br [Greening ] Post 1.4.41 20 2Gr (S0,L0) [Hoarding ] Post 1.4.9 [Home] Pre 1.12.4 30 [Home: ] Neut 1.12.2 none [Huffing ] Post 1.10.15 (S0,L0) [Hyde Transformation] Post 1.7.38 1Bu,2Re [Ignore the Gap] Neut 1.8.7 5 1Si [Into Knip] Neut 1.8.4 4Bu [Inverting Stack at ] Neut 1.4.x 1 Gr [Knerdling] Pre 1.4.36 2Re [Knidding ] Post 1.4.43 20 4Re (S0,L0) [Ladder Sidestep] Pre 1.8.9 3Bk [Late Arrival from ] Neut 1.7.9 3Re [Line Change] Pre 1.5.11 none 1Bk [: Normal] Post 1.20.1 20 2Bu (L0) [: One Way: ] Post 1.20.2 20 2Bu,1Si (L0) [: Electrified] Post 1.20.3 20 2Re,2Bu,1Si (L0) [: Power Failure!] Post 1.20.5 20 3Re (L0) [: Soaped] Pre 1.20.6 2Bu (L0) [: Speed Limit: ] Pre 1.20.4 none varies (L0) [LV+X] Pre 1.6.1 [LV-X] Pre 1.6.1 [Maelberging ] Post 1.9.5 1Bu [Magnify] Pre 1.4.48 20 [Magno-Clamping ] Post 1.4.45 1Gr [Magno-Gone] Neut 1.4.45 [Mind the Gap] Neut 1.8.7 1Si [Narging ] Post 1.4.40 20 3Re (S0,L0) [Night Train] Neut 1.13.1 -1 Bu [Opening MC] Neut 1.7.28 3Go [Out of Knip] Neut 1.8.4 4Bu [Parks and Greens Cascade] Post 1.8.2 2Bu [Pegging from Post 1.11.5 20 xBu * to ] [Pegging ] Neut 1.11.4 1Bu [PoID on ] Neut 1.4.24 (S0,L0) [Poll Tax] Post 1.4.37 2 Go [ Off] Neut 1.4.33 none [ On] Neut 1.4.33 none [Power-Shunting Post 1.10.x 1Re (S0,L0) to ] [Purchasing Hat] Post 1.4.6 2Br [Purchasing ] Neut 1.4.18 xBr [Radiating ] Neut 1.4.46 3Re (S0,L0) [Radio Clamp LV+X] Post 1.4.46 1Re [Radio Clamp LV-X] Post 1.4.46 1Re [Radio Clamp to ] Neut 1.4.46 1Re [Rebounding] Pre 1.5.6 none [Recycling] Neut 1.7.39 5 varies varies [Releasing Pigeons] Post 1.4.25 1Go per Pigeon [Releasing Rat] Post 1.4.35 [Removing Bulkhead at Neut 1.9.3 20 4Bk ] [Removing ] Neut 1.4.30 15 [Removing Velocity Bomb] Neut 1.10.6 2Si [Rent to ] Pre 1.12.3 8Br [Reshuffling] Neut 1.4.15 [Selling ] Neut 1.4.18 (x/2)Br [Sgronk!] Pre 1.8.10 20 3Bu [Shadowing ] Post 1.10.5 (S0) [Shunting to Post 1.10.1 1Re (S0,L0) ] [Single Helsinki] Neut 1.7.57 3Bu [Silver to Bronze] Neut 1.7.21 none 1Si 4Br [Silver to Gold] Neut 1.7.21 none 2Si 1Go [Speed Craze] Pre 1.8.13 3Gr [Spooning ] Post 1.4.39 20 1Go (S0,L0) [ Wild] Post 1.11.1 1Gr [Stationary-Shunting Post 1.10.17 1Re (S0,L0) to ] [Straddling to ] Post 1.7.6 20 1Bk [Streaking] Post 1.7.60 -4 Re [Striling to ] Pre 1.7.12 [Stub Link] Pre 1.7.33 [Taking a Bow] Neut 0.9.4 none [Terminate Craze] Post 1.8.13 [Terminating Cascade] Post 1.8.2 [Terminating Ladder] Post 1.8.9 [Tithe ] Neut 1.7.31 20 (7-Zone)Bu [Toffing ] Post 1.4.44 20 2Re,1Gr (S0,L0) [Token Cascade] Pre 1.7.36 15 4Re/Bu/Bk [ Bock] Post 1.8.8 3Bu, 1 [ Token on Post 1.14.3 5 ] [Toll to ] Pre 1.12.3 4Br [Topple to ] Post 1.7.55 (L0) [Triple Helsinki] Neut 1.7.57 9Bu [Un-Bock ] Post 1.8.8 3Bu 1 [Un-Bock] Post 1.8.8 6Bu [Un-Maelberging] Post 1.9.5 1Bu (S0,L0) [Unpegging ] Post 1.11.4 1Bk [Unspoon] Post 1.4.39 5 any [Upcoming Holiday] Neut 1.13.7 1Bu [Using ____ Gambit/Manoeuvre] Post 1.18.3 5 varies [Vacuuming ] Post 1.4.49 15 [Velocity-Bombing ] Post 1.4.38 3Re [Venbacker Ladder] Pre 1.8.9 2Bu [Visiting ] Post 1.7.9 4Br [Waiting] Neut 1.7.52 Varies [Walking to ] Pre 1.7.10 30 1Bk [Wearing ] Neut 1.4.30 15 [Wild] Pre 1.11.1 30 1Bk * One Blue Token per unpegged Station in Line Segment. Rule 1.7.6 - Straddling Nancy After Moving, a Player may Straddle from a Station that has a Token Stack - this permits em to make an immediate Translocation to another Station. This Straddle may be from the Player's Piece position (a "Standing" Straddle), or from a Station adjacent to eir Piece position in the Line Direction of its last Move Segment (a "Running" Straddle). Straddling is performed with the post-Move Action of "[Straddling to ]", where is a valid Straddle Destination. A Straddle Destination is valid if its distance from the starting location is less than or equal to the number of Tokens in the Stack at the starting location. In addition, Running Straddles may only be performed in the Piece's Line Direction. In addition, the Straddle Destination must not be Blocked, Closed, or another Player's Home Station. If a Player performs a successful Straddle during eir Turn, e may perform no Aggressive Actions (those requiring Red Token expenditure) for the remainder of that Turn. Rule 1.7.9 - British Rail Travel A Player may perform the Action of "[Visiting ]", where Place is any British Rail Station in Great Britain. This Action may only be performed if the Player is at a British Rail Station, and has played "Pass" as eir Move this Turn. Upon playing this Action, the Player gains one Gold Token. A Player may perform the Action of "[Late Arrival from ]", where Place is any British Rail Station in Great Britain. If a Player's previous Move (discounting Timeouts) included an Action of "[Visiting ]", and another Player has since performed an Action of "[Late Arrival from ]", for the same Place, the Player must play a Pass (with no Actions) as eir Move this Turn. Rule 1.7.10 - Walk the Walk A Player may perform the pre-Move Action of "[Walking]" to permit a Special Move to any Station within Walking Distance. Two Stations are within Walking Distance if they are adjacent to each other on the Map, or if they share the same name but are not co-located. In addition, the following Stations are within Walking Distance of each other:- * Wimbledon (DS) and South Wimbledon (NT) * Ruislip (MP) and West Ruislip (CN) * Sudbury Town (PD) and Wembley Central (BL) * Northwick Park (MP) and Kenton (BL) * Euston (NT,VC) and Euston Square (CL,HC,MP) The action of "Walking" is valid at all times, and is specifically exempt from any and all Rules which place restrictions on Special Moves. Rule 1.7.12 - Basic Striles If a Player's Line Velocity is six or more, e may perform a Strile via the pre-Move Action of "[Striling]"; this permits em to make a Special Move to any Strilable Station. A Station is said to be Strilable if it has a Token Stack, and if that Token Stack is identical to the Stack at the Player's current Piece location. Rule 1.7.13 - Stupid Compass Tricks A Player may perform the post-Move Action of "[ Wormhole to ]", where "" is a compass string ("North", "South", "East" or "West") that appears in the name of eir Piece's current Location as a distinct word, and "" is a Station with a name that contains the "" word as a distinct word. This Action allows an immediate Translocation to the specified Station. Rule 1.7.20 - Busking A Player may perform the action 'Busking' provided that Game Time is currently during Peak Hours and - e is carrying a Musical Possession, in which case e may use the instrument, and/or - e is at a Hill Station, in which case e may Yodel. The Player must specify in eir comments which instrument e is using, if any. A Player successfully performing this Action gains a number of Tokens depending on the type of musical instrument used, as follows: * Yodeling - 1 Bronze * Harmonica - 3 Bronze * Drum - 2 Black, 1 Red, 1 Bronze * Casiotone - 1 Black, 1 Blue, 1 Red, 1 Bronze * Guitar - 2 Black, 2 Blue, 1 Bronze * Violin - 2 Black, 2 Red, 1 Bronze * Saxophone - 2 Blue, 2 Red, 2 Bronze * Piano - 1 Gold If a Player is Wearing a Silly Hat, e may choose instead to gain the Token Bonus for any instrument listed above the one e is using. Rule 1.7.21 - Bureau de Change A Player may perform the following Actions to convert Tokens from one colour to another; the Paid Tokens are lost, the Received Tokens gained. Each of the Actions may be performed any number of times per Turn. +--------------------+----------+----------+ | Action | Paid | Received | +--------------------+----------+----------+ | [Gold to Silver] | 1 Gold | 2 Silver | | [Gold to Bronze] | 1 Gold | 8 Bronze | | [Gold to Blue] | 1 Gold | 3 Blue | | [Silver to Bronze] | 1 Silver | 4 Bronze | +--------------------+----------+----------+ The opposite Actions ("[Silver to Gold]", etc.) may also be performed, with the same exchange rates, but only if the Actioning Player's Piece is situated at Bank. Rule 1.7.27 - Token Gift A Player may perform the post-Move Action of "[Giving Tokens to ]", where "" is any other Player in the current Game. Upon performing this Action, the Actioning Player loses a number of Tokens of eir choice, and the stated Player gains an equal number of Tokens of the same Colours. Details of which Colour Tokens have been Given should be mentioned in that Turn's Comments. The Drone may not perform this Action. Rule 1.7.28 - Key to the Crescent If a Player performs the neutral Action of "[Opening MC]", Mornington Crescent is treated as being Open for the remainder of eir Turn. Rule 1.7.30 - You Have 10 Minutes To Clear This Building... Any Player who is fewer than five stations away from a Suspect Package may perform the neutral Action of "[Detonating Package]" to Detonate that Package, where "" is the Station it rests at. When this Action is played, the Package detonates. Upon a Suspect Package's detonation, the Station at which it rests becomes Heavily Damaged, the Package is removed from play, and all Stations less than three stops away are Blasted. When a Station is Blasted, any Token Stack at that Station is destroyed, and any Players at that Station lose all of their Possessions and must play a Move of "Pass" with no Actions as their next Turn. If a Suspect Package rests at a Blasted Station, it detonates. A Player may perform the Action of [Defusing Package] provided that e is situated at the same location as a Suspect Package, and that e did not place the Package there emself. Upon performing this Action, that Package is removed from play and the Actioning Player gains a Silver Token. Rule 1.7.31 - Tithe A Player may Tithe a particular Zone by playing the Action "[Tithe ]" where "" is a London Underground Zone. This marks that Zone as being Tithed until the end of the Actioning Player's next Turn. If a Player performed a "[Tithe ]" Action during eir previous Turn, e may perform the "[Collecting Tithe]" Action to reap its benefits; upon performing this Action, the Actioning Player is permitted to gather a Tithe of a single Token from each Token bearing entity currently within the Zone which e Tithed last Turn. Token bearing entities are Player Pieces and Token Stacks. The Tithe for a Player Piece is a Token of the Actioning Player's choice. The Tithe for a Token Stack is its topmost Token. Rule 1.7.33 - Stubbery If a Player owns the Ticket Stub for the Station eir Piece is situated at, e may perform the pre-Move Action "[Stub Link]" - this permits em to make a Special Move to any other Station which e has a Ticket Stub for. Rule 1.7.36 - Token Cascading A Player may perform a [Token Cascade] action, and become the focus of a Token Cascade, if all the following are true: * Eir piece is situated on or inside the Circle Line. * E owns no tokens of one (or more) plastic token colour(s). * There is no Token Cascade currently in effect. While a Cascade is in effect, each player must transfer X plastic tokens to the Actioning Player, where X is the number of piece moves made since the [Token Cascade] action was played. This transfer takes place at the beginning of every player's turn, before any pre-move actions are made. The current focus Player of the Cascade is not required to make such a transfer. If a Player has insufficient tokens to make this transfer, e must instead choose the colour of plastic tokens e owns most of - if multiple colours qualify, e must choose between them - and transfer all such tokens to the Cascade focus Player. The Cascade immediately ends. Rule 1.7.37 - Stealing and Killing Cascades A Player may steal a Token Cascade, in order to focus the benefits of the Cascade onto emself, and may kill the Cascade to end it completely. Both these actions may only be played if a Cascade is already in effect. If a Player plays a [Cascade Steal] action, that Player becomes the focus of the current Token Cascade. If a Player plays a [Cascade Kill] action, the Cascade immediately ends. Rule 1.7.38 - Jekyll and Hyde Park A Player may perform the Action "[Hyde Transformation]" to gain the Hyde Mask Possession, provided they are situated at Hyde Park Corner. The Hyde Mask is a Unique Garment Possession. The Hyde Mask may not be removed, only discarded. If a Player is wearing the Hyde Mask, e may increase or decrease eir Line Velocity by five rather than three. Also, any Actions which target the Player have their Token cost increased by one Red Token, and any Actions e performs have their Token cost reduced by one Red Token. If a Player is wearing the Hyde Mask, e may not pass through or Move to Holy Stations, nor may e perform the "[Opening MC]" Action. Rule 1.7.39 - Ecofriendly A Player may perform the Neutral Action of "[Recycling]" to Recycle a number of Tokens of the same colour, or a single non-Cursed Possession, either of which must be in eir possession. That which e Recycles is detailed in the comments of eir Turn, and is destroyed upon performance of this Action. For each Token that is Recycled, the Actioning Player gains one Green Token. For each Possession listed in Rule 1.4.18 (The Emporium) that is Recycled, the Actioning Player gains Green Tokens equal to half the Bronze Token value of the Possession (rounded down). Recycling is considered to be a Token Exchange Action. Rule 1.7.42 - Me and My Shadow  A Player may perform the Post-Move action [Bifurcating to ], where is a Station adjacent to the Player's current position.  The Player is then Bifurcated, and gains a second Piece, located at the targeted Station.  The Player may then make two Move actions each turn, according to the following rules and restrictions: * The two Pieces will be known as A and B, B being the newly-created Piece.  Moves should be labelled, to make it easier to keep track of the two pieces movements. Example: Rushton: [LV+2] A:Baker Street (BK) B:Angel (NT via CN, CL) * Pre-Move Actions must be played before _both_ Moves. Likewise, Post-Move Actions must be played _after_ both Moves.  Neutral Actions may be played between the two Moves. * Both Pieces have the same LV, at all times. * An Action or situation dependant on a Piece resting at a certain Station is legal if either Piece fufills that qualification.  If the action affects the Piece in some way (i.e., changes its location), it only affects the Piece that fufilled the qualifications. * If a Player is forced to move to a certain Station (due to a Parks and Greens Cascade, for example), both Moves must fufill this obligation. * If both pieces make moves that involve changing lines, the [Line Change] action must be played twice. * Token bonuses for moving through or to certain stations are applied seperately for each Move.  Example: If one Piece moves through two Interchanges, and the other one moves through three Interchanges, the Player gains one Red token and one Black token, rather than one Silver token. * If either Piece moves to or through a Station occupied by the other Piece, the stationary Piece is destroyed.  If one Piece is Shunted into the other, the second one is destroyed.  The Shunting Player still gains the bonuses for the Double-Shunt. * If one Piece is located at Mornington Crescent and the other isn't, the Player does not win until the other Piece either moves to MC or is destroyed. * Although the Player has two Pieces, e still has only one Luggage Rack.  Therefore, Possessions that restrict Movement (such as a Spoon Clamp) affect both Pieces.  Possessions may be picked up by one Piece and dropped by the other. * A Bifurcated Player may not perform the actions [Collecting Parcel] or [Catching Pigeon].  (Schizophrenia is too distracting to perform such complicated tasks.)  E may still perform the Actions [Delivering Parcel] and [Releasing Pigeons] if e happens to already be in possession of those objects. * A Tithe action will affect the Player twice if both Pieces are in the targeted Zone. * A Player may have no more than two Pieces at any one time. * A Manoeuver or Gambit must be performed by a single Piece to be valid.  A Player may not attempt to Deny their own Manoeuver or Gambit. If a Player is Bifurcated at the beginning of eir turn, e must lose either 2 Bronze Tokens, or 1 Token of any other color, of eir choice.  If e cannot pay, Piece B is immediatly destroyed. Rule 1.7.45 - Going Downhill Fast A Player may perform the pre-Move Action of "[Freewheeling]" if eir Piece is situated at a High or Hill Station. Upon performing this Action, eir Line Velocity is increased by one. Rule 1.7.46 - Electroplate Blues A Player may perform the "[Electroplating]" Action, if eir Charge is at least fifty more or fifty less than that of every other Player. Upon performing this Action, the Actioning Player gains a Gold Token. Rule 1.7.47 - Gold Rush A Player may perform the Action "[Gold Rush]" to uncover a previously hidden Token lode. After submitting eir GSD, the Actioning Player should roll a 295-sided die to determine the location of the lode - the next Player to take eir Turn should look up the Station which has a Venbacker Number matching the die roll; at the start of eir Turn, any gaps in that Station's Token Stack are replaced with Gold Tokens (a new Stack being created if none exists). Rule 1.7.51 - Long Lunch A Player may perform the Action of "[Duration: +0x00]" to extend the length of eir Turn - upon performing this Action, eir Turn's duration is increased by 'x' hours. Rule 1.7.52 - Time Again A Player may perform the Action of "[Waiting]" to spend part of their Turn merely watching time pass - the duration of this Action can be any period the Actioning Player wishes, between five minutes and one week. This Action may be performed any number of times in a Turn. Rule 1.7.53 - Lost & Found London Transport's Lost Property Office is placed at Paddington. A Player can perform the 30-minute Post-Move Action of [Finding]. The Player performing the [Finding] Action should roll a single 100-sided die after submitting eir Turn. If the performing Player is at Paddington and the time is between 0930 and 1400 on Mondays to Fridays, e instead specifies a number between zero and eighty in the comments of eir Turn, and rolls a twenty-sided die. The specified number is added to the number rolled. A roll of four or less, however, remains unmodified. The next Player to take eir Turn should look the number rolled up on the table below. The found item is then added to the Luggage Rack or Token Table of the Finding Player. +-------+-----------------+---------------------------------+ | Roll | Item found | Special/Qualities | +-------------------------+---------------------------------+ | 1-44 | Nothing | | | 45-52 | | Sent to the Tower | | 53-54 | Package | Suspect, dropped | | 55 | Velocity Bomb | | | 56 | Zone 1 Pass | * | | 57 | Zone 2 Pass | * | | 58 | Zone 3 Pass | * | | 59-60 | Spectacles | Garment | | 61-62 | Scarf | Garment, Woolen | | 63 | Glove | Garment, Right Hand | | 64-65 | Glove | Garment, Left Hand | | 66 | Gloves | Garment, Pair | | 67 | Money Belt | Empty, Garment* | | 68 | Casiotone | Musical | | 69 | Drum | Musical | | 70 | Guitar | Musical | | 71 | Harmonica | Small, Musical | | 72 | Saxophone | Musical | | 73 | Violin | Musical | | 74 | Piano | Musical, Huge | | 75 | A-Z Hat | Hat* | | 76 | BR Hat | Hat* | | 77 | Compass Hat | Hat* | | 78 | Terminus Hat | Hat* | | 79 | Verdant Hat | Hat* | | 80 | Hard Hat | Hat* | | 81 | Silly Hat | Hat* | | 82 | Book | Papery | | 83-84 | Newspaper | Yesterday's, Papery | | 85 | Newspaper | Today's, Papery | | 86 | Tokens | 2 Black | | 87 | Tokens | 2 Blue | | 88 | Tokens | 2 Red | | 89 | Tokens | 2 Green | | 90 | Token | 1 Bronze | | 91 | Token | 1 Silver | | 92 | Token | 1 Gold | | >92 | | First item in Lost & Found Box | +-------+-----------------+---------------------------------+ *) If the Player already possesses the found item, nothing is found. If a Possession is Lost, it is immediately transported to the Lost Property Office. The Actioning Player places the Possession in the Lost & Found Box on the GSD. If there is no room in the box, e must remove one or more of the items already in the box. Those items are Destroyed. The Actioning Player may place items in the Lost & Found Box, if -there is room in the box and -no Lost Possession is waiting to be placed in the box. The Lost & Found Box is conceptually a queue, where items are added in the rear end and removed from the front end. The Lost & Found Box begins empty: +Lost & Found -----------------------------------------------------+ | | +------------------------------------------------------------------+ Rule 1.7.54 - Cunningly Fashioned Out Of Pure Green A Player may perform the Action of "[Constructing Generator]" to put together a Token Generator; upon performing this Action, the Actioning Player gains such a Possession. Token Generators are powered by a small creature, and require a small positive Charge to do their work - namely, converting a Green Token into a Token of any other colour. If a Player is carrying a Token Generator, a Pigeon or Rat and has a Charge greater than zero, e may perform the Action "[Generating Token]" to gain a Token of any colour which Tokens can possibly be. Token Generators are rather heavy, however, and if a Player carrying one ever has an LV greater than five, eir LV is immediately reduced to five. Rule 1.7.55 - Did You Spill My Podumes? If a Player, after eir Move, shares a Station and Line with a Token Stack, e may elect to Topple the Stack. This is achieved by performing the Action of "[Topple to ]", where "" is the chosen Target Station. This Action may only be performed if the Actioning Player has a Line Velocity greater than four. For a Topple to be legal, the following criteria must be met:- * There are is a distance of 'p' Stations between the Target Station and the Toppled Stack's initial location (where 'p' is twice the Actioning Player's Line Velocity). * The Line Code of the Target Station is the same as one of the Lines which serves the Toppled Stack's initial location. Blocked Stations, closed Lines or any criteria which would normally place the target Station out of reach do not restrict the choice of target Station. When a Topple has been successfully performed, the top-most Token of the Toppled Stack is moved to the specified Station, the second Token (if there is any) is moved one Station less (along the same line), and so on. If this placing of Tokens would cause a violation of Rule 1.14.3, any unplaceable Tokens disappear. Upon performing a Topple, the Toppler has eir Line Velocity reduced to zero. Rule 1.7.56 - Quail, Mortal A Player may perform the Action "[Cowering]" if e fears for eir safety. If a Player performs an Action which targets a Player who performed the "[Cowering]" Action during eir most recent Turn, that Action's cost is increased by one Red Token. Rule 1.7.57 - A Poor Second To Belgium A Player may perform a Single, Double or Triple Helsinki to "sink" all of the Game's Token Stacks into the Map. Upon performing a Single Helsinki, the bottom Token of all Token Stacks is destroyed. A Double Helsinki destroys the bottom two, a Triple the bottom three. A Player may not perform more than one Helsinki Action per Turn. Rule 1.7.58 - Turner's Declension If a Player's Line Velocity is six or more, e may perform a Turner's Declension via the pre-Move Action of "[Declension]"; this permits em to make a Special Move to any Declensable Station. A Station is said to be Declensable, if it has a Token Stack, and if that Token Stack has one less Token than the Stack at the Player's current Piece location. Rule 1.7.59 - The fFrobisher fFlourish A Player may perform the Action of "[fFrobisher fFlourish]" to redistribute all the Tokens currently being carried by Players. After submitting a Turn containing this Action, the Actioning Player should roll six dice, each with a number of sides equal to the number of Active Players in the Game. E must then perform the following calculations and post a summary of their results to the relevant Game Lounge. Firstly, all Players lose all of their non-Gold Tokens; these are combined in a Pool. Each die roll should then be converted to a Player's name, according to their position in the Playing Order (ignoring Inactive Players). For example, a die roll of three indicates the third Active Player in the Player Order. The following table is then referenced to determine what share of the Tokens from the Pool are given to each Player. "1" indicates that the Player receives a quarter (rounded down) of the relevantly-coloured Tokens from the pool, and "r" indicates that the Player receives any Tokens left over of that colour, after the rest have been distributed. +------------------+-------------------+ | Die | Bk Bu Br Gr Re Si | +------------------+-------------------+ | First | 1 1 1 1 r 0 | | Second | 0 1 1 1 1 r | | Third | r 0 1 1 1 1 | | Fourth | 1 r 0 1 1 1 | | Fifth | 1 1 r 0 1 1 | | Sixth | 1 1 1 r 0 1 | +------------------+-------------------+ When the next Player takes eir Turn, e should - at the start of eir Turn - update the GSD to reflect the Token redistribution of the fFlourish. Rule 1.7.60 - Did you see That? A Player may perform the post-Move Action of "[Streaking]", provided e carries no Possessions. When a Player performs "Streaking", all Players at Stations passed through by the Actioning Player Lose all eir non-Worn, non-Nantucketed, non-Cursed Possessions. If any of those Possessions may be dropped, they are instead dropped at their owner's current Location. If a Streaking Player ends eir Turn at Arsenal, Wembley Park or Wimbledon, e gains an Overcoat and is transported to Tower Hill. In this case, the Streaking costs one Bronze Token in addition to the ordinary cost. Rule 1.7.61 - Beggars *Can* Be Choosers A Player may perform the Action "[Begging]" if e has played a Move of "Pass" this Turn. Upon performing this Action, e may gain one Plastic Token of a colour of eir choice, provided that e has no more than two Tokens of that colour already. /------------------------------------------------------------------------------\ SECTION 1.8 - States of Play \------------------------------------------------------------------------------/ Rule 1.8.1 - Dollis Hill Loop A Dollis Hill Loop has the single Trap Station of Dollis Hill. The Sidestep Action [Dollis Sidestep] costs 1 Silver to perform and the Escape Action [Dollis Escape] can only be performed when the Player has an LV of 10 or more. If a Player performs a Special Move to Dollis Hill, eir LV is not adjusted as it would normally be. Rule 1.8.2 - Parks and Greens Cascade A Player may perform the Action of "[Parks and Greens Cascade]" to put such a Cascade into effect, provided that eir Piece is situated at a Park or Green Station. While a Parks and Greens Cascade is in effect, a Move to a Station which is neither a Park, Plant nor Green Station is Invalid, unless the Player taking eir Turn has performed a "[Cascade Sidestep]" Action during that Turn. A Player may perform the Action of "[Terminating Cascade]" to end a Parks and Greens Cascade, provided that eir piece is situated at a Plant Station. While a Parks and Greens Cascade is active, this is indicated in Disruptions by the string "Parks and Greens". Rule 1.8.3 - Bridges The Game shall have a "Bridges" state, being either "Up" or "Down". This state shall be detailed in the Game State Document. If a Game's Bridges state is "Up", a Piece Move which starts at one side of the Thames and finishes on the other is Invalid. A Player may, during eir Turn, perform the Action of "Bridges Up" or "Bridges Down", changing the Bridges state accordingly. The Game shall have a "Bridges" state, being either "Up" or "Down". When Bridges are Up, this shall be indicated in Disruptions by the string "Bridges Up". Rule 1.8.4 - Knip There shall be a State known as "Knip". When this State is active, that Game is said to be "in Knip". A Player may, during eir Turn, perform the Action of "[Into Knip]" or "[Out of Knip]", changing the Knip State accordingly. When a Game is in Knip, no Players may perform Actions which include Token expenditure (with the exception of "[Out of Knip]" and "[Line Change]"). While the Game is in Knip, this is indicated in Disruptions by the string "In Knip". Rule 1.8.6 - Loop the Loop A Game may be in one of several Loop states, each of which must have the following defining features:- * One or more Trap Stations. * A Sidestep Action to allow a Player to avoid being drawn into the Loop. * A Terminate Action to allow a Player to end the Loop. If a Player finishes er Turn at a Trap Station and is not at the same Station e started er Turn at then the Game enters the Loop associated with that Trap Station. The Game does not leave the Loop until the Terminate Action for that Loop is made. When a Game is in a Loop, a Move to any Station other than the Next Station in that Loop is an Invalid Move, and a Special Move to the next listed Trap Station for that Loop is permitted (if no more are listed, a Special Move to the first in the list is permitted). If a Player performs the Sidestep Action, e ignores the Loop for the remainder of eir Turn. Rule 1.8.7 - Gapminding A Player may perform the Action "[Mind the Gap]" or the Action "[Ignore the Gap]", to put the Game in and out of a "Gapminding" State, respectively. While such a State is in effect, the "[Line Change]" Action may not be performed, unless the Player is carrying a Book. This State is indicated in Disruptions by the string "Gapminding" Rule 1.8.8 - Mindbocklingly... Players may perform the Post-Move Action "[ Bock]", the Post-Move Action "[Un-Bock ]" and the Post-Move Action "[Un-Bock]", where is a permissible Token colour. When a Player performs a "[ Bock]" Action, the Game is put into " Bock"; this is detailed in the Disruptions Box of the GSD. When a Player performs a "[Un-Bock ]" Action, the relevant Bock is removed from the Disruptions Box. When a Player performs the "[Un-Bock]" Action, all Bocks are removed. For each Bock State that the Game is in, the cost of all Actions is increased by one Token of the Bock colour, unless one of the following conditions is true for that Action:- * The Actioning Player is situated at a Station of the Bock colour, which for the purpose of this rule is defined as a Station with the colour string in its name (e.g. "Goldhawk Road" for Gold Bock). * The Token cost of the Action already includes one or more Tokens, or is a Token Exchange Action, or is free. * The Action is "[Un-Bock ]", "[Un-Bock]" or "[Line Change]". Rule 1.8.9 - Venbacker Ladder A Player may perform the Action of "[Venbacker Ladder]" to put such a Ladder into effect. While a Venbacker Ladder is in effect, a Move to a Station with a Venbacker Number lower than the Move played by the previous Actioning Player is Invalid, unless the Player taking eir Turn has performed a "[Ladder Sidestep]" Action during that Turn. A Player may perform the Action of "[Terminating Ladder]" to end a Venbacker Ladder, provided that eir piece is situated at the Station with the highest Venbacker Number in the Game. While a Venbacker Ladder is in effect, this is indicated in Disruptions by the string "Venbacker Ladder". Rule 1.8.10 - Sgronk! A Player may perform the Action "[Sgronk!]" to put the Game in the State of Sgronk. If the Game is in Sgronk, a Piece Move which involves passing through a Station with a Token Stack is Invalid. If, at any time, there are no Token Stacks with two or more Tokens in them, the Game immediately leaves the State of Sgronk. Rule 1.8.11 - Charge Spiral Any Player may perform the neutral Action "[Charge Spiral Inwards]" or "[Charge Spiral Outwards]" to put a Charge Spiral into effect. When a Charge Spiral Inwards is in effect, any Move which involves an increase in the Moving Piece's Charge is Illegal. A Charge Spiral Inwards remains in effect until a Piece rests at Tottenham Court Road at the end of any Turn. When a Charge Spiral Outwards is in effect, any Move which involves a decrease in the Moving Piece's Charge is Illegal. A Charge Spiral Outwards remains in effect until a Piece rests at a Terminal Station with a Current of 70 or more at the end of any Turn." While a Charge Spiral is in effect, this is indicated in Disruptions by the following strings: - "Charge In" for a Inwards Spiral - "Charge Out" for an Outwards Spiral Rule 1.8.13 - Speed Crazy A Player may perform the Action of "[Speed Craze]" to put such a Craze into effect. While a Speed Craze is in effect, the Action [LV-X] is Invalid, unless the Player taking eir Turn has performed a "[Craze Sidestep]" Action during that Turn. A Player may perform the Action of "[Terminating Craze]" to end a Speed Craze, provided that eir piece is situated at a High or Hill Station and eir LV is 10. /------------------------------------------------------------------------------\ SECTION 1.9 - Blocks, Impediments and Gaps \------------------------------------------------------------------------------/ Rule 1.9.1 - Basic Blocks A Player may perform the post-Move Action of "[Blocking ]", where is is an unoccupied Station adjacent to eir Piece's current position. Upon performing this Action, the specified Station is Blocked for one Round. (If a Player owns the Ticket Stub for the specified Station, e need pay no Tokens to perform this Action.) If a Station is Blocked, any Moves which start, pass through or end at that Station are Invalid, unless the Moving Player owns the Ticket Stub for that Station. A Player may perform the Action [Blocking ] multiple times in one turn, but the cost increases by 1 Red token each time. (i.e., the second Block costs 2 Re, the third 3, etc...) Rule 1.9.2 - Escalator Fires A Player may perform the post-Move Action "[Fire at ]" to spot a Fire, where "" is an unoccupied Station which the Player has passed through during eir Move, or which is adjacent to eir current location. If a Fire is spotted at a Station, that Station is Blocked for one Round and becomes Lightly Damaged. Rule 1.9.3 - Bulkheading A Player may Bulkhead a Station by playing the Action "[Bulkheading ]" when adjacent to it. The effect of Bulkheading is that the Station is Blocked and remains Blocked until the Bulkhead is removed. This may be achieved by playing a Removing Bulkhead Action, or by spotting a Fire at the Bulkheaded Station. A Player may remove the Bulkhead at a Bulkheaded Station by playing the Action "[Removing Bulkhead at ]". This Action may be performed during a Piece Move such that a Player may effectively move through a Bulkhead. A Bulkheaded Station is indicated in Disruptions by the suffix "(Bulkhead)" appended to the Station name. eg Wembley Park (Bulkhead) Rule 1.9.5 - Maelberg Variance A Player may perform the post-Move Action of "[Maelberging ]", provided that "" is a Station which the Actioning Player's Piece has passed through during eir Turn. A Player may perform the post-Move Action of "[Un-Maelberging]", provided that eir Piece is situated at a Maelberged Station. The Actioning Player gains the number of Tokens paid by the Maelberging Player when e performs this Action. If a Station has been Maelberged during a previous Turn, and has not been un-Maelberged since, Moves which involve passing through that Station are Invalid. (Moves which begin or end at that Station are, however, still Valid.) A Maelberged Station is indicated in Disruptions by the suffix "(Maelberg)" appended to the Station name. eg Paddington (Maelberg) Rule 1.9.6 - Kafka Sinkholes If a Token Stack consists of four or more Tokens, all of them Black, the Station it rests at shall be regarded as having a Kafka Sinkhole. If a Station has a Kafka Sinkhole, a Move which passes through that Station is Invalid, and any Player Shunted through that Station ends the Shunt situated at that Station. At the start of a Player's Turn, if a Player's Piece is situated at a Station with a Kafka Sinkhole, all of eir non-Black, non-Metallic Tokens are converted to Black Tokens. /------------------------------------------------------------------------------\ SECTION 1.10 - Actions That Target Other Players \------------------------------------------------------------------------------/ Rule 1.10.0 - Target Practice This Section concerns Actions played by one Player that affect another Player directly. Each of these Actions may only be performed if the Actioning Player shares a Station and Line with the Targetted Player, and if it is performed as the first Post-Move Action of a Turn (unless otherwise specified). Rule 1.10.1 - A Shunting We Will Go If a Player, after eir Move, shares a Station and Line with another Player, e may elect to Shunt that Player. This is achieved by performing the Action of "[Shunting to ]", where "" is an Opponent who shares a Station and Line with the Actioning Player, and "" is the chosen Target Station. This Action may only be performed if the Actioning Player has a Line Velocity greater than zero. For a Shunt to be legal, the following criteria must be met:- * There are 'n-1' Stations between the Target Station and the Shunted Player's initial location (where 'n' is the Actioning Player's Line Velocity), or there are less than 'n-1' Stations between it and the Shunted Player's initial location, and it is also a Terminus Station for the line along which the Shunt is to be performed. * The Line Code of the Target Station is the same as one of the Lines which serves the Shunted Player's initial location. * The Shunted Player's initial location is not a Loop trap Station. * The Target Station is not Mornington Crescent. Blocked Stations, closed Lines or any criteria which would normally place the target Station out of reach do not restrict the choice of target Station. When a Shunt has been successfully performed, the Shunted Player's Piece is moved to the specified Station, both Shunter and Shuntee have their Line Velocity reduced to zero, and both Shunter and Shuntee have the same Charge of the mean of the Piece Charges prior to the Shunt. The Shunting Player may also claim a single Token or Possession from the Shunted Player upon successful performance of a Shunt; this is chosen by the Shunting Player from the collection of Tokens and Possessions that the Shunted Player owns. (If the Shunted Player possesses a Money Belt, neither Tokens nor the Money Belt itself may be claimed during the Shunt.) Stacks of Tokens may be Shunted as though they were Players. This is performed in the usual way; the Name of the Stack being 'Token Stack'. A Token Stack of more than 6 Tokens can not be Shunted. A typical excerpt from the Game State Document for a normal Shunt would be:- Brooke-Taylor : Gunnersbury (DS) Cryer : Finsbury Park (PD) Garden : Euston (VC) Rushton : Euston (VC) [Shunting Garden to Moorgate (NT)] A Player may not perform a Shunt if eir LV is at zero (for instance, directly after a Pass or a Special Move.) Rule 1.10.2 - Line 'Em Up, Knock 'Em Down If a Player Shunts another Player to an occupied Station, e may perform the Action "[Double-Shunting to ]", where "" is a Player at the occupied Station, and "" is a valid Double-Shunt destination for the Double-Shunted Player. The validity and rewards of a Double-Shunt are identical to that of a normal Shunt, treated as if the Actioning Player Shunted the Double- Shunted Player directly, except that the Actioning Player's LV is considered to be that which was used in the first Shunt. Token Stacks may be involved in Double Shunts. Triple (or greater multiple) Shunts may be set up and played under the same principles, but no Player may be Shunted more than once as a result of the same Move. For every Double, Triple, Quadruple or other multiple Shunt performed, the Actioning Player gains one Silver Token. This Action may only be performed as the *second* Post-Move Action of a Turn. Rule 1.10.3 - Dead-End Shunts If, after eir Move, a Player shares a Station and Line with another Player, e may perform the Action of [Dead-End Shunting to ], where is a Terminus which is less than stations away, where is the Actioning Player's LV. A Dead-End Shunt is identical in execution and effect to a normal Shunt, except that the Actioning Player may not claim any Tokens or Possessions from the Shunted Player, and the Shunted Player loses one Token of each colour, if e has any of that colour. These Tokens are destroyed. A Dead-End Shunted Token Stack is destroyed. Rule 1.10.5 - The Coming of Shadows A Player may perform the post-Move Action of "[Shadowing ]", provided that "" is a Player (known as the Shadowed Player) who shares a Station and Line with the Actioning Player. Upon performing this Action, the Actioning Player's LV becomes that of the Shadowed Player, and the Actioning Player gains a single Plastic Token of a chosen colour, provided that the Shadowed Player has at least one Token of this colour. Rule 1.10.15 - But No Taxi A Player may perform the Action of "[Huffing ]", where is a Player who shares a Station and Line with the Actioning Player. This Action may only be performed as the first Action of a Player's Post-Move Action Phase. Upon performing this Action, the Actioning Player may select any number between zero and 'x' (where 'x' is equal to eir LV, plus the LV of the Huffed Player) - both the Actioning and Huffed Player's LVs are then set to this value. Rule 1.10.16 - Blonk Cheque A Player may perform the Action of "[Blonking ]", where is a Player who shares a Station and Line with the Actioning Player. This Action may only be performed as the first Action of a Player's Post-Move Action phase. The Blonking Player may destroy a single token in the possession of the victim. This effect specifically overrides Money Belts. Rule 1.10.17 - Stationary Shunts A Player may perform a "[Stationary Shunt]"; this is identical to a normal Shunt, except that it may (and may only) be performed if the Actioning Player has an LV of zero. When performed, a Stationary Shunt has the same effect as a normal Shunt being played at an LV of 1, except that the Actioning Player may not take any Tokens or Possessions from the Shunted Player. Rule 1.10.18 - Power Shunts A Power Shunt is identical in execution and effect to a normal Shunt, except that the Actioning Player's LV is unaffected, and e may not claim any Tokens or Possessions from the Shunted Player. /------------------------------------------------------------------------------\ SECTION 1.11 - Special Stations \------------------------------------------------------------------------------/ Rule 1.11.1 - Born to be Wild At any given point in a Game, up to three Stations may be designated as being "Wild", signifying that Players may move directly, with little restriction, to these Stations. A Player may perform the Action of "[Wild]" to permit a Special Move to any Wild Station. Any Player may perform the post-Move Action of "[ Wild]" to declare any Station as being Wild, provided that it is not within three Stations' distance of Mornington Crescent. This Station is added to the list of Wild Stations on the Game State Document; if there are now more than three Wild Stations, the first Wild Station is removed from the list. Rule 1.11.2 - Three-Point Courier At any given time in the Game, there may be a Courier Pick-Up Station and a Courier Destination Station. If a Player moves to the Pick-Up Station and no Players are carrying a Parcel, e may choose to perform an Action of "[Collecting Parcel]", gaining a Parcel Possession (Parcels are Possessions with no special features). While a Player is carrying a Parcel, e may not make any Special Moves , and may not perform Actions which would alter eir Piece position. If a Player moves to the Destination Station whilst carrying a Parcel, e may choose to perform an Action of "[Delivering Parcel]" - if this is performed, the Parcel is destroyed, the Actioning Player gains three Gold Tokens, and Pick-Up and Destination Stations become undefined. If neither Pick-Up nor Destination Station is defined, any Player (except the Drone) may perform a "[Courier Call (Fixed)]" or "[Courier Call (Random)]" Action. In the first case, e may select a Pick-Up Station and Destination Station (both of which must be outside of Zone 1, in different Quadrants, on different Lines, and neither of which may be a Home Station or in the same Quadrant as the Actioning Player) and note these on the Game State Document. In the latter case, e should roll two 295-sided dice after submitting eir Turn. The next Player to take a Turn should reference these die-rolls with the table of Venbacker numbers, to determine the Pick-Up Station (first roll) and Destination Station (second roll), which should then be added to the GSD. Rule 1.11.3 - Station Damage Certain events may cause Stations to become Damaged (either Lightly or Heavily). Lightly Damaged Stations are treated as being Closed until London Transport manage to repair them; Heavily Damaged Stations are treated as Blocked until repairs are complete. The following notations shall be applied to Damaged Stations in the Disruptions box: Lightly Damaged - (Damage) Heavily Damaged - (*Damage*) Whenever Game Time moves into a new day, the first Damaged Station listed in Disruptions shall be removed: * if the Damage was Light, then the effect is cleared * if the Damage was Heavy, then the Station is now considered to be Lightly Damaged and shall be added to Disruptions as if the Damage had just occurred. Rule 1.11.4 - Peg Leg A Station may be Pegged; this is indicated in the Disruptions Box by giving the Station name with a "(Peg)" suffix. If a Station is Pegged, any Turn which sees a Piece ending at that Station is Illegal. In addition, game objects (Tokens or Possessions) may not be placed at or removed from a Pegged Station. A Player may Peg a Station by playing the Post-Move Action [Pegging ] on any Station which eir Piece starts at, passes through, or is adjacent to at the end of eir Move provided that the Station does not contain a Piece. A Station is Unpegged by the Post-Move Action [Unpegging ] which may be played on any Pegged Station which the Actioning Player's Piece passes through or is adjacent to at the end of eir Move. Rule 1.11.5 - Pegs Tie A Line Segment between two Pegged Stations may itself be Pegged by playing  the Post-Move Action "[Pegging from to ]", where & are Pegged Stations and is a Line upon which both Stations rest and via which there is a continuous route between the Stations that requires no changes in direction. The order of Stations in the Action is not significant. This Action must be played in the same Turn as and immediately following  the Action which Pegged one of the end points of the Line Segment.   Pegging a Line Segment causes all Stations in that Line Segment to be  considered Pegged.  Note that only the specified Line is Pegged - if another Line runs  parallel to the Pegged Line Segment, then that remains unpegged until and  unless it is Pegged in its own right.  A Line Segment may not be Pegged if any Player Piece rests upon it or if  it overlaps another Pegged Line Segment.  A Line Segment is Unpegged when one of its end Stations is Unpegged.  A Pegged Line Segment is indicated in Disruptions by the suffix "(Peg)" appended to the affected Line Segment, the Line Segment being described by its end Stations and the affected Line Code. eg Angel to Bank (NT) (Peg) Rule 1.11.6 - If Your Mansion House Needs Haunting The London Underground has a number of disused or semi-existent Ghost Stations - those featuring in the Game are Aldwych, Blake Hall, British Museum, Brompton Road, Down Street, Hob's End, North End, North Weald and Ongar. Although not physically on the Map, they are considered to be present on it. A Player may perform the Action of "[Ghosting]" to slip away to a Ghost Station - if this Action is performed, a Special Move to any empty Ghost Station is permitted (a Ghost Station is empty if no Players are there). Ghost Stations are not on any Line (a Line Code of "GH" should be used where such a thing is required), nor in any Quadrant or Zone, have no Venbacker Numbers and all have a Current of 50. They may not be Moved to by any means other than Ghosting, and - not being connected to the Underground by normal means - are an incalculable distance from other Stations, adjacent to nowhere and requiring a suitable Special Move to escape them. Rule 1.11.7 - Sanctuary If a Player is situated at a Holy Station, e may not be the target of any Action (viz. e may not be the "" of any Action requiring a Player to be specified), nor may e perform any Actions which target a Player. If a Player performs the neutral Action of "[Collection Plate]", all Holy Stations are treated as being Open for the remainder of eir Turn. A Player may perform the neutral Action of "[Defaming ]", where is a Holy Station. This causes to be considered a non-Holy Station until the firstcoming Sunday, at which time the Station again becomes Holy. /------------------------------------------------------------------------------\ SECTION 1.12 - Home Stations \------------------------------------------------------------------------------/ Rule 1.12.1 - Home Stations Each Player in the Game of Mornington Crescent has a Home Station; a Player's first Move is typically to their Home Station, and a Player is usually able to return to eir Home Station directly, and at no cost, during the Game. Other Players attempting to pass through a Player's Home Station must pay a toll to that Player. Rule 1.12.2 - Declaring a Home Station If a Player has no defined Home Station, he *must* perform the zero-duration Neutral Action of "[Home: ]" during eir Turn, where Station is a valid choice of Home Station - this Station then becomes that Player's Home Station. This Action may not be performed if the Player already has a Home Station. The following sets of Stations may not be chosen as Home Stations: * Interchange Stations * Stations which are six Stations or fewer from Mornington Crescent (including Mornington Crescent itself) * Stations in Zone 1 * Stations containing Players, Tokens or any Game elements * Other Players' Home Stations (unless those Players agree) Rule 1.12.3 - Home Station Tolls During a Player's turn, the Home Stations of all other Players are considered Blocked. A Player may perform the Action of [Toll to ]: the cited Player gains Tokens equal to the cost of the Action, and eir Home Station is then considered to be Closed rather than Blocked for the rest of the Actioning Player's Turn. The Action of [Rent to ] may be performed instead: this works in exactly the same way as above, but the cited Player's Home Station is considered Open instead of Blocked or Closed. Rule 1.12.4 - Going Home A Player may performs the pre-Move Action of "[Home]" or "[Home: ]"; both of these permit a Special Move to eir Home Station. /------------------------------------------------------------------------------\ SECTION 1.13 - Game Time \------------------------------------------------------------------------------/ Rule 1.13.1 - The Richard Whiteley Experience Each Game currently in progress shall have a unique Game Time, which shall be recorded on the Game State Document for that Game. Game Time shall consist of the same units of measurement as real time (but shall bear no other relation to real time) and shall be expressed as the day followed by the time in the 24-hour clock format. Each Player's Turn has a default maximum duration of one hour. Whenever a Player performs an Action or makes a Move, Game Time is advanced by the duration of that Action or Move. If this should take the duration of eir Turn so far beyond its maximum duration, the Turn becomes Illegal. Game Time 'skips' the time between 0000 and 0500, and this 'skip' advances the day of the game time by one day. Thus, if Rushton's Turn finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then Garden's Turn ends at Thursday 0520. If the Action [Night Train] is performed, the firstcoming 'skip' is ignored, but the day of the game time is still advanced at 0000. To signify this anomaly, an asterisk is inserted in the Game Time in the Game State Document. Actions that target other Players cannot be played between 0000 and 0500. Rule 1.13.4 - Station Opening Each Station may be either Open or Closed, dependent on a number of factors. Certain Stations and Lines are described as having Restricted Opening, the Open/Closed state of these depending on the current Game Time, and being given in Rules 1.13.5 and 1.13.6. If a Station is Closed, a Move which starts, ends or changes Line at that Station is Invalid. If a Line Segment is Closed, a Move which involves traversing that Line Segment is Invalid. Rule 1.13.3 - Carol Vorderman's Revenge Any Action or the movement of the Player's Piece shall have a duration of ten minutes of Game Time unless otherwise specified. Payment of Token forfeits and receipt of Token bonuses shall be considered instantaneous, that is having no duration. A Move of Pass or Timeout shall similarly have no duration. Rule 1.13.5 - Stations with Restricted Opening * All Holy Stations - open all day Mon to Sat, closed Sun (the [Collection Plate] Action will open all Holy Stations for one Turn) * Barbican - open all day Mon to Sat, Sun 0800 to 2300 * Cannon Street - open Mon to Fri until 2100, closed Sat and Sun * Chancery Lane - open all day Mon to Sat, closed Sun * Chigwell - open daily until 2000 * Grange Hill - open daily until 2000 * Heathrow Terminal 4 - open Mon to Sat until 0000, Sun until 2300 * Kensington (Olympia) - open Mon to Sat 0700 to 2100, Sun 0800 to 2100 * Mornington Crescent - closed (the [Opening MC] Action will open Mornington Crescent for one Turn) * Roding Valley - open daily until 2000 * Shoreditch - open Mon to Sat 0800 to 2000, Sun 0800 to 1300 * Turnham Green (PD) - open Mon to Sat 0500 to 0900 and 2000 to 0000, closed Sun (Turnham Green (DS) is not subject to the same restrictions as Turnham Green (PD).) Rule 1.13.6 - Line Segments with Restricted Opening Line Segments with Restricted Opening (applies to either Line Direction): * Chalfont & Latimer to Chesham [MP] - Peak Hours only * Earl's Court to Kensington (Olympia) [DS] - open 0700 to 2100 Mon to Sat, 0800 to 2100 Sun * Rayners Lane to Uxbridge [PD] - Peak Hours only * Waterloo to Bank [WC] - Peak Hours only * Whitechapel to Barking [HC] - Peak Hours only * Whitechapel to Shoreditch [EL] - open Mon to Sat 0800 to 2000, Sun 0800 to 1300 * Woodford to Hainault [CN] - open daily until 2000 (Note that the Line Segments Rayners Lane to Uxbridge [PD] and Whitechapel to Barking [HC] have alternative possible Line Codes. If a Player is at a Station on one of these Line Segments when it is closed, e may still move away from that Station by using the alternative Line and paying the usual Token cost for a change of Line.) Peak Hours shall be described as Mon to Sat 0800 to 2000 inclusive. Rule 1.13.7 - Upcoming Holidays A Player may play the neutral Action [Upcoming Holiday]. After eir Turn, the Player should roll a 6-sided die after submitting eir Turn. The next Player to take a Turn should reference this die-roll with the following table, to determine a day. The firstcoming instance of the rolled day is considered a Holiday, and is for all purposes like a Sunday. For instance, Cramner plays [Upcoming Holiday] on a Tuesday, rolls a 2, and Henry VIII, being the next Player, records that the following Tuesday is a Holiday. The sudden occurence of Sunday-like days in the middle of the week is, of course, a disruption, and as such noted in the Disruptions Box of the GSD: Upcoming Holiday, later amended to Upcoming Holiday: Tuesday. +----------+-----------+ | # rolled | Day | +----------+-----------+ | 1 | Monday | | 2 | Tuesday | | 3 | Wednesday | | 4 | Thursday | | 5 | Friday | | 6 | Saturday | +----------+-----------+ /------------------------------------------------------------------------------\ SECTION 1.14 - Token Stacks \------------------------------------------------------------------------------/ Rule 1.14.1 - Stacks of Fun In a Game of Mornington Crescent, Tokens may be Stacked in a pile at certain Stations, either for future collection or to achieve some other defined effect. A Game's Token Stacks should be listed in a section of the Game State Document, Tokens themselves ascending left-to-right, with the following example format:- +--------------------+--------------+ +--------------------+--------------+ | Dollis Hill | BrSiGo | | Euston | ReSi | | Finchley & Frognal | GoSiBrReBuBu | | Morden | BlBlBl | +--------------------+--------------+ +--------------------+--------------+ (i.e. For Dollis Hill, the top Token in the Stack is a Gold.) Rule 1.14.3 - Token Dropping Any Player may perform the Post-Move Action of "[ Token on ]" to place a Token onto a Token Stack, where "" is a colour of Token which the Player possesses, and "" is any Station which the Actioning Player's Piece has passed through, or started or ended eir Move at. When a Token is placed upon a Token Stack, it is removed from Token Table in the Game State Document, and added to the top of the specified Stack. A Player may not place a Token on a Stack if it already has six Tokens in it, unless the Stack is at Mornington Crescent, Seven Sisters or Euston. Rule 1.14.4 - Token Claiming Any Player may perform the Post-Move Action of "[Claiming a Token from ]" to claim the top Token from a Token Stack, where "" is the colour of the Token claimed, and "" is any Station which the Actioning Player's Piece has passed through, or started or ended eir Move at. This Action may be performed more than once during a Turn, but not for the same Station nor for a Token which the Actioning Player placed earlier in the Turn. When a Token is claimed from a Token Stack, the top Token is removed from the Token Stack, and added to the appropriate row and column of the GSD's Token Table. If a Player is Wearing Gloves, e may perform the "[Claiming]" Action twice for each Station. Rule 1.14.2 - Stack 'em High, Sell 'em Cheap If, after performing a [ Token on ] Action, or after placing Tokens spent in the performing of an Action, a Token Stack has exactly six Tokens - and if it had between one and five Tokens during the previous Turn - the current Player may be eligible for a Token reward. If any of the following sequences have been formed, the relevant Stacks are destroyed, and the current Player gains the appropriate reward. +--------------------+------------------------+ | Sequence of Tokens | Reward | +--------------------+------------------------+ | Re Re Re Re Re Re | +4 Blue Tokens | | Bu Bu Bu Bu Bu Bu | +4 Silver Tokens | | Gr Gr Gr Gr Gr Gr | +1 Gold Token | | Si Si Si Si Si Si | +2 Gold Tokens | | Re Gr Re Gr Re Gr | +2 Silver Tokens | | Gr Bu Gr Bu Gr Bu | +4 Silver Tokens | | Bu Bk Bu Bk Bu Bk | +6 Blue Tokens | +--------------------+------------------------+ /------------------------------------------------------------------------------\ SECTION 1.15 - The Drone \------------------------------------------------------------------------------/ Rule 1.15.1 - Nyurmenyurmenyurmen In each Game of Mornington Crescent, there shall be a Player known as the Drone, with a name of "Drone". When it is the Drone's Turn, if any Player is carrying the Drone Stick, that Player may submit the Drone's Turn. If the Drone Stick is carried by the Drone, or by an Inactive Player, or if the Drone Stick is not in play, the Drone is treated as being Inactive. The Drone has no Home Station, may not perform the "[Home:]" Action, and is exempt from any Rules defining penalties or bonuses for having a Home Station. The Drone may not Win the Game. Rule 1.15.2 - Here, Boy There exists a type of Small, Unique Possession known as the Drone Stick. Any Player may perform the Action "[Claiming Drone Stick]", unless the Drone has not taken a Turn since the Drone Stick was created or last taken from another Player. Upon performing this Action, the current holder (if any) of the Drone Stick loses that Possession, and the Actioning Player gains a Drone Stick. /------------------------------------------------------------------------------\ SECTION 1.16 - Buzzing \------------------------------------------------------------------------------/ Rule 1.16.1 - One Good Turn A Turn may be Legal, Questionable, Illegal or Mistimed. Turns are Legal by default; if the most-recently taken Turn is Legal play may continue as normal. If a Turn is not Legal, play may not continue until the Turn has been established as Legal or Illegal. All Turns following a non-Legal Turn are deemed Mistimed. If a Turn is Illegal it, and all Turns that follow it, are deemed never to have occurred and play continues from the most recent Legal Turn. Rule 1.16.2 - Buzzing If a Player believes that another Player has made a Turn which is not in accordance with the Rules being used for that Game at the time the Turn was submitted, and if no more than three other Turns have been made since, e may Buzz that Turn. Buzzing is done by posting a message to the relevant Game Lounge, detailing the spotted illegality. When a Turn is Buzzed, it becomes a Questionable Turn. The Player who made a Buzz may at any time withdraw their Buzz; the Buzzed Turn becomes Legal again. If a Turn is Questionable then no further Buzzes can be made in that Game. Rule 1.16.3 - Questionable Turns If a Turn has become Questionable, the Player who made that Turn has thirty-six hours to either concede or contest the Buzz. If the Buzz is conceded, or if no contest is made within thirty-six hours, eir Turn becomes Illegal. If the Buzz is contested, the Buzzing Player has thirty-six hours to eir concede or contest this defence. If the defence is conceded, or if no contest is made within thirty-six hours, the Questionable Turn becomes Legal. If the defence is contested, the matter goes to Judgment. Rule 1.16.4 - Prepare to be Judged If a Buzz is taken to Judgment, the Speaker shall randomly select a Player from the set of Active Players, excluding the Buzzed and Buzzing Player, to act as Referee. If this Player declines, or if e passes no Judgment within three days of being selected, another Referee should be selected at random. If no Referee is available, the Game in question should be put on hold until a Referee is available. The chosen Referee should post a Judgment to the relevant Game Lounge, clearly stating whether e considers the Questionable Turn to be Legal or Illegal. Eir decision is binding. If the Judgment requires a Judge to clarify an ambiguity in a Rule, the Speaker may immediately reword the Rule at issue, to reflect the Judge's decision. Rule 1.16.5 - Correction Players are permitted to amend minor details of the GSD, if it has not been maintained properly. If any aspect of the Token Table or other information at the top of the GSD does not tally with the listed Plays (for example, if a Player has Eaten an Overpriced Baguette but not removed it from eir Inventory), the Player taking eir Turn may amend the incorrect information. A Turn containing illegal correction may, of course, be Buzzed. /------------------------------------------------------------------------------\ SECTION 1.17 - Glossary and Definitions \------------------------------------------------------------------------------/ Rule 1.17.1 - The Underground Map Mornington Nomic shall refer to the Underground Map at the Web page: http://members.xoom.com/mornomic/london/map.html Mornington Nomic shall refer to the Key on the Underground Map. Stations on the map will be deemed to be on the Line indicated by the Map's key. Furthermore, Stations on the Map, which are indicated by the Map's Key as Interchange Stations, may be referred to, in general, as Interchange Stations. Rule 1.17.2 - Pythagoras Would Have Loved This The major compass points North, South, East and West shall be defined relative to the current Map when it is being read normally, North being up the page. The Map shall be considered to be divided into two pairs of Halves and five Quadrants, treating Tottenham Court Road as the Meridian (ie centre point) for both North-South and East-West axes. The Halves correspond to the four major compass points. The Halves are unnumbered, but each is paired with its opposite: North and South; East and West. Each Compass Quadrant corresponds to the intersection of two overlapping Halves. An additional fifth quadrant, called the "Circle" is defined as those stations situated on or within the Circle Line. Stations in the Circle are not in any other quadrant. For ease of reference, the resulting Quadrants are numbered clockwise as follows: +------------+--------+ | Quadrant | Number | +------------+--------+ | Circle | 0 | | North East | 1 | | South East | 2 | | South West | 3 | | North West | 4 | +------------+--------+ Each Station shall have attributes of Half and Quadrant determined by its location on the Map. If a Station lies on a Half or Quadrant boundary, it shall be considered to reside in all Halves and Quadrants adjacent to the boundary, unless it is in Quadrant Zero, in which case it resides only in Quadrant Zero. Rule 1.17.4 - Line Code The Line Code is a two-letter abbreviation, signifying a Line of the London Underground. The following lists the Lines and their Line Codes. Bakerloo - BL Jubilee - JL Central - CN Metropolitan - MP Circle - CL Northern - NT District - DS Piccadilly - PD East London - EL Victoria - VC Hamm & City - HC Water & City - WC DLR - DL Rule 1.17.6 - Station Categories The following categories of Station exist:- * A to Z - An A to Z Station is one with the string "Street", "Road" or "Lane" in its Name. * British Rail- A British Rail Station is one that has a connection to British Rail. * Compass - A Compass Station is one with the string "North", "South", "East" or "West" in its Name. * Green - A Green Station is one with the string "Green" in its Name. * High - A High Station is one with the string "High" in its Name. * High Hill - A High Hill Station is one with both the strings "High" and "Hill" in its Name. * Hill - A Hill Station is one with the string "Hill" in its Name. * Holy - A Holy Station is one with the string "Angel", "Canon", "Chapel", "Church", "Cross", "Friars", "Saint" (or the abbreviation thereof), or "Temple" in its name. * Interchange - An Interchange Station is one which is defined on the Map as being an Interchange Station. * Co-Located - A Co-Located Station is one which has more than one Line serving it at the same map location, but which is not an Interchange. For instance Bayswater is Co-Located, whereas Turnham Green is not. * Park - A Park Station is one with the string "Park" in its Name. * Plant - A Plant Station is one with the string "Bush", "Elm", "Garden", "Grove", "Oak", "Poplar" or "Wood" in its name. * Populated - A Populated Station is one with the string "Town", "City" or "Manor" in its name. * Terminus - A Terminus Station is a Station that has at least one Line emerging from it in only one direction. Each such Line is said to terminate at that Station. * Verdant - A Verdant Station is one with the string "Park", "Green" or "Garden" in its name. Stations may fall into more than one category. Stations that fall into no category are deemed 'Hors Classification'. Rule 1.17.7 - Zoning Regulations There shall be entities known as Zones, corresponding to those portrayed on the London Underground map. The area on the Map outside of Zone 6 shall be considered to be Zone 7. The border between two Zones shall be termed a Zone Boundary. A Station is considered to be in the Zone portrayed on the Map. Where a Station lies on a Zone Boundary, it is considered to be in both Zones. Rule 1.17.8 - Current Account The Station Currents for the Map defined in Rule 1.17.1 are calculated to be: +-----------------------------------------------------------------------+ | Station                   Current | Station                   Current | +-----------------------------------+-----------------------------------+ | Acton Town . . . . . . . . . . 63 | Aldgate . . . . . . . . . . . .32 | | Aldgate East . . . . . . . . . 39 | All Saints . . . . . . . . . . 52 | | Alperton . . . . . . . . . . . 65 | Amersham . . . . . . . . . . .100 | | Angel . . . . . . . . . . . . .21 | Archway . . . . . . . . . . . .35 | | Arnos Grove . . . . . . . . . .52 | Arsenal . . . . . . . . . . . .38 | | Baker Street . . . . . . . . . 19 | Balham . . . . . . . . . . . . 49 | | Bank . . . . . . . . . . . . . 21 | Barbican . . . . . . . . . . . 16 | | Barking . . . . . . . . . . . .70 | Barkingside . . . . . . . . . .79 | | Barons Court . . . . . . . . . 41 | Bayswater . . . . . . . . . . .31 | | Beckton . . . . . . . . . . . .86 | Beckton Park . . . . . . . . . 77 | | Becontree . . . . . . . . . . .76 | Belsize Park . . . . . . . . . 28 | | Bermondsey . . . . . . . . . . 36 | Bethnal Green . . . . . . . . .40 | | Blackfriars . . . . . . . . . .16 | Blackhorse Road . . . . . . . .56 | | Blackwall . . . . . . . . . . .57 | Bond Street . . . . . . . . . .15 | | Borough . . . . . . . . . . . .29 | Boston Manor . . . . . . . . . 69 | | Bounds Green . . . . . . . . . 50 | Bow Church . . . . . . . . . . 52 | | Bow Road . . . . . . . . . . . 50 | Brent Cross . . . . . . . . . .37 | | Brixton . . . . . . . . . . . .44 | Bromley-by-Bow . . . . . . . . 56 | | Buckhurst Hill . . . . . . . . 79 | Burnt Oak . . . . . . . . . . .46 | | Caledonian Road . . . . . . . .32 | Camden Town . . . . . . . . . .22 | | Canada Water . . . . . . . . . 43 | Canary Wharf . . . . . . . . . 55 | | Canning Town . . . . . . . . . 62 | Cannon Street . . . . . . . . .18 | | Canons Park . . . . . . . . . .54 | Chalfont and Latimer . . . . . 91 | | Chalk Farm . . . . . . . . . . 26 | Chancery Lane . . . . . . . . .10 | | Charing Cross . . . . . . . . .12 | Chesham . . . . . . . . . . . .97 | | Chigwell . . . . . . . . . . . 80 | Chiswick Park . . . . . . . . .62 | | Chorleywood . . . . . . . . . .86 | Clapham Common . . . . . . . . 45 | | Clapham North . . . . . . . . .44 | Clapham South . . . . . . . . .47 | | Cockfosters . . . . . . . . . .58 | Colindale . . . . . . . . . . .44 | | Colliers Wood . . . . . . . . .54 | Covent Garden . . . . . . . . . 4 | | Crossharbour and London Arena .57 | Croxley . . . . . . . . . . . .85 | | Custom House . . . . . . . . . 70 | Cyprus . . . . . . . . . . . . 79 | | Dagenham East . . . . . . . . .83 | Dagenham Heathway . . . . . . .79 | | Debden . . . . . . . . . . . . 87 | Devons Road . . . . . . . . . .52 | | Dollis Hill . . . . . . . . . .41 | Ealing Broadway . . . . . . . .68 | | Ealing Common . . . . . . . . .62 | Earl's Court . . . . . . . . . 35 | | East Acton . . . . . . . . . . 47 | East Finchley . . . . . . . . .39 | | East Ham . . . . . . . . . . . 68 | East India . . . . . . . . . . 60 | | East Putney . . . . . . . . . .49 | Eastcote . . . . . . . . . . . 73 | | Edgware . . . . . . . . . . . .49 | Edgware Road . . . . . . . . . 26 | | Elephant and Castle . . . . . .32 | Elm Park . . . . . . . . . . . 86 | | Embankment . . . . . . . . . . 15 | Epping . . . . . . . . . . . . 93 | | Euston . . . . . . . . . . . . 14 | Euston Square . . . . . . . . .11 | | Fairlop . . . . . . . . . . . .80 | Farringdon . . . . . . . . . . 15 | | Finchley Central . . . . . . . 41 | Finchley Road . . . . . . . . .30 | | Finsbury Park . . . . . . . . .41 | Fulham Broadway . . . . . . . .42 | | Gallions Reach . . . . . . . . 81 | Gants Hill . . . . . . . . . . 75 | | Gloucester Road . . . . . . . .31 | Golders Green . . . . . . . . .35 | | Goldhawk Road . . . . . . . . .42 | Goodge Street . . . . . . . . . 4 | | Grange Hill . . . . . . . . . .82 | Great Portland Street . . . . .12 | | Green Park . . . . . . . . . . 16 | Greenford . . . . . . . . . . .71 | | Gunnersbury . . . . . . . . . .62 | Hainault . . . . . . . . . . . 81 | | Hammersmith . . . . . . . . . .43 | Hampstead . . . . . . . . . . .32 | | Hanger Lane . . . . . . . . . .65 | Harlesden . . . . . . . . . . .47 | | Harrow and Wealdstone . . . . .58 | Harrow-on-the-Hill . . . . . . 59 | | Hatton Cross . . . . . . . . . 77 | Heathrow Terminal 123 . . . . .81 | | Heathrow Terminal 4 . . . . . .82 | Hendon Central . . . . . . . . 41 | | Heron Quays . . . . . . . . . .56 | High Barnet . . . . . . . . . .51 | | High Street Kensington . . . . 31 | Highbury and Islington . . . . 34 | | Highgate . . . . . . . . . . . 37 | Hillingdon . . . . . . . . . . 83 | | Holborn . . . . . . . . . . . . 5 | Holland Park . . . . . . . . . 36 | | Holloway Road . . . . . . . . .35 | Hornchurch . . . . . . . . . . 88 | | Hounslow Central . . . . . . . 72 | Hounslow East . . . . . . . . .71 | | Hounslow West . . . . . . . . .74 | Hyde Park Corner . . . . . . . 19 | | Ickenham . . . . . . . . . . . 81 | Island Gardens . . . . . . . . 59 | | Kennington . . . . . . . . . . 39 | Kensal Green . . . . . . . . . 45 | | Kensington (Olympia) . . . . . 35 | Kentish Town . . . . . . . . . 27 | | Kenton . . . . . . . . . . . . 55 | Kew Gardens . . . . . . . . . .65 | | Kilburn . . . . . . . . . . . .36 | Kilburn Park . . . . . . . . . 42 | | King's Cross St. Pancras . . . 15 | Kingsbury . . . . . . . . . . .49 | | Knightsbridge . . . . . . . . .21 | Ladbroke Grove . . . . . . . . 40 | | Lambeth North . . . . . . . . .29 | Lancaster Gate . . . . . . . . 22 | | Latimer Road . . . . . . . . . 41 | Leicester Square . . . . . . . .5 | | Leyton . . . . . . . . . . . . 64 | Leytonstone . . . . . . . . . .65 | | Limehouse . . . . . . . . . . .45 | Liverpool Street . . . . . . . 31 | | London Bridge . . . . . . . . .28 | Loughton . . . . . . . . . . . 84 | | Maida Vale . . . . . . . . . . 40 | Manor House . . . . . . . . . .45 | | Mansion House . . . . . . . . .17 | Marble Arch . . . . . . . . . .21 | | Marylebone . . . . . . . . . . 24 | Mile End . . . . . . . . . . . 48 | | Mill Hill East . . . . . . . . 46 | Monument . . . . . . . . . . . 24 | | Moor Park . . . . . . . . . . .81 | Moorgate . . . . . . . . . . . 23 | | Morden . . . . . . . . . . . . 58 | Mornington Crescent . . . . . .18 | | Mudchute . . . . . . . . . . . 58 | Neasden . . . . . . . . . . . .43 | | New Cross . . . . . . . . . . .51 | New Cross Gate . . . . . . . . 49 | | Newbury Park . . . . . . . . . 79 | North Acton . . . . . . . . . .52 | | North Ealing . . . . . . . . . 62 | North Greenwich . . . . . . . .60 | | North Harrow . . . . . . . . . 65 | North Wembley . . . . . . . . .49 | | Northfields . . . . . . . . . .67 | Northolt . . . . . . . . . . . 73 | | Northwick Park . . . . . . . . 55 | Northwood . . . . . . . . . . .77 | | Northwood Hills . . . . . . . .73 | Notting Hill Gate . . . . . . .30 | | Oakwood . . . . . . . . . . . .56 | Old Street . . . . . . . . . . 23 | | Osterley . . . . . . . . . . . 71 | Oval . . . . . . . . . . . . . 40 | | Oxford Circus . . . . . . . . . 8 | Paddington . . . . . . . . . . 32 | | Park Royal . . . . . . . . . . 62 | Parsons Green . . . . . . . . .44 | | Perivale . . . . . . . . . . . 69 | Piccadilly Circus . . . . . . . 9 | | Pimlico . . . . . . . . . . . .30 | Pinner . . . . . . . . . . . . 67 | | Plaistow . . . . . . . . . . . 64 | Poplar . . . . . . . . . . . . 52 | | Preston Road . . . . . . . . . 50 | Prince Regent . . . . . . . . .72 | | Pudding Mill Lane . . . . . . .55 | Putney Bridge . . . . . . . . .46 | | Queens Park . . . . . . . . . .43 | Queensbury . . . . . . . . . . 51 | | Queensway . . . . . . . . . . .26 | Ravenscourt Park . . . . . . . 48 | | Rayners Lane . . . . . . . . . 71 | Redbridge . . . . . . . . . . .72 | | Regent's Park . . . . . . . . .10 | Richmond . . . . . . . . . . . 67 | | Rickmansworth . . . . . . . . .84 | Roding Valley . . . . . . . . .76 | | Rotherhithe . . . . . . . . . .43 | Royal Albert . . . . . . . . . 74 | | Royal Oak . . . . . . . . . . .38 | Royal Victoria . . . . . . . . 67 | | Ruislip . . . . . . . . . . . .78 | Ruislip Gardens . . . . . . . .74 | | Ruislip Manor . . . . . . . . .75 | Russell Square . . . . . . . . .8 | | Seven Sisters . . . . . . . . .50 | Shadwell . . . . . . . . . . . 41 | | Shepherd's Bush . . . . . . . .39 | Shoreditch . . . . . . . . . . 40 | | Sloane Square . . . . . . . . .23 | Snaresbrook . . . . . . . . . .67 | | South Ealing . . . . . . . . . 65 | South Harrow . . . . . . . . . 68 | | South Kensington . . . . . . . 28 | South Kenton . . . . . . . . . 50 | | South Quay . . . . . . . . . . 57 | South Ruislip . . . . . . . . .73 | | South Wimbledon . . . . . . . .56 | South Woodford . . . . . . . . 69 | | Southfields . . . . . . . . . .53 | Southgate . . . . . . . . . . .54 | | Southwark . . . . . . . . . . .23 | St. James's Park . . . . . . . 18 | | St. John's Wood . . . . . . . .26 | St. Paul's . . . . . . . . . . 16 | | Stamford Brook . . . . . . . . 53 | Stanmore . . . . . . . . . . . 56 | | Stepney Green . . . . . . . . .43 | Stockwell . . . . . . . . . . .42 | | Stonebridge Park . . . . . . . 48 | Stratford . . . . . . . . . . .62 | | Sudbury Hill . . . . . . . . . 67 | Sudbury Town . . . . . . . . . 66 | | Surrey Quays . . . . . . . . . 47 | Swiss Cottage . . . . . . . . .28 | | Temple . . . . . . . . . . . . 16 | Theydon Bois . . . . . . . . . 90 | | Tooting Bec . . . . . . . . . .51 | Tooting Broadway . . . . . . . 53 | | Tottenham Court Road . . . . . .0 | Tottenham Hale . . . . . . . . 51 | | Totteridge and Whetstone . . . 48 | Tower Gateway . . . . . . . . .34 | | Tower Hill . . . . . . . . . . 32 | Tufnell Park . . . . . . . . . 33 | | Turnham Green . . . . . . . . .58 | Turnpike Lane . . . . . . . . .47 | | Upminster . . . . . . . . . . .94 | Upminster Bridge . . . . . . . 91 | | Upney . . . . . . . . . . . . .73 | Upton Park . . . . . . . . . . 66 | | Uxbridge . . . . . . . . . . . 88 | Vauxhall . . . . . . . . . . . 36 | | Victoria . . . . . . . . . . . 20 | Walthamstow Central . . . . . .58 | | Wanstead . . . . . . . . . . . 70 | Wapping . . . . . . . . . . . .42 | | Warren Street . . . . . . . . . 9 | Warwick Avenue . . . . . . . . 38 | | Waterloo . . . . . . . . . . . 23 | Watford . . . . . . . . . . . .87 | | Wembley Central . . . . . . . .49 | Wembley Park . . . . . . . . . 45 | | West Acton . . . . . . . . . . 57 | West Brompton . . . . . . . . .40 | | West Finchley . . . . . . . . .43 | West Ham . . . . . . . . . . . 63 | | West Hampstead . . . . . . . . 33 | West Harrow . . . . . . . . . .65 | | West India Quay . . . . . . . .54 | West Kensington . . . . . . . .39 | | West Ruislip . . . . . . . . . 84 | Westbourne Park . . . . . . . .39 | | Westferry . . . . . . . . . . .48 | Westminster . . . . . . . . . .16 | | White City . . . . . . . . . . 44 | Whitechapel . . . . . . . . . .40 | | Willesden Green . . . . . . . .39 | Willesden Junction . . . . . . 46 | | Wimbledon . . . . . . . . . . .61 | Wimbledon Park . . . . . . . . 57 | | Wood Green . . . . . . . . . . 48 | Woodford . . . . . . . . . . . 72 | | Woodside Park . . . . . . . . .46 |                                   | +-----------------------------------------------------------------------+ Rule 1.17.9 - Fosdyke Notation Fosdyke Notation relates to the proximity between two game objects, in particular between the subject and object of an Action or effect. A Fosdyke Code describes the relative location of subject and object at a particular point in time; a Fosdyke Requirement specifies the proximity necessary for a particular Action or effect to occur. Proximity in Fosdyke Notation is described by applying equality indicators to location classes. Equality indicators consist of either a digit quantifying the degree of proximity, or an indication that the classes are irreconcilably different. Thus: variance - an integer describing the variation between class values. A value of zero means the classes are identical; other values may have specific meanings for specific classes. * difference - the classes are different and cannot be compared further. The location classes defined thus far and the meanings of various equality indicators are as follows: S Station distance between subject and object without changing= line * subject and object have no direct connection R Route distance of the shortest route between subject and object, regardless of line changes * there is no route between subject and object { Comment: applies to sub-networks in some Turin '57= games, and to Ghosts. } L Line number of line changes required between subject and object (the lowest number of line changes, not the number of line changes in the shortest route) * there is no route between subject and object Q Quadrant number of Quadrant boundaries between subject and object { Comment: never higher than two on the LU map } * either subject or object is not in a Quadrant Z Zone number of Zone boundaries between subject and object= * either subject or object is not in a Zone A Fosdyke Code (FC) consists of the set of classes and their indicators describing the proximity relationship between subject and object. This set is given in standard set notation - round brackets enclosing elements separated by comments, viz: (element 1, element 2, element 3...). For example: FC Meaning ------------------------------------------------------------- (S0,L0) subject and object are both at the same Station and on the same Line (S3,L0) subject and object are three Stations apart on the same Line (R4,Z1) subject and object are four Stations apart on the shortest route and are in adjacent Zones. Elements may be omitted from a Fosdyke Code which are implied by other elements in the Code (eg S0 implies Z0 and Q0) or which are too troublesome to calculate (eg the subject is at Amersham and the object is at Island Gardens: knowing that the Fosdyke Code is Q2Z5 is sufficient; determining the precise number of line changes and stations on the shortest route is futile for most purposes). A Fosdyke Requirement (FR) consists of a set of classes and an expression= of the required value for the corresponding indicator in a Fosdyke Code. This is used to describe the proximity between subject and object for an Action or effect to occur. For example: FR Meaning ------------------------------------------------------------------ (S0,L0) subject and object must both be at the same Station and on the same Line ie both Station and Line elements must be exactly zero (R<6) subject and object must be within six stations of each other by any route ie the route distance must be less than six (Q>1) subject and object must have two Quadrant boundaries between them (ie in a different, non-adjacent Quadrant) Determining if an event can occur is a matter of comparing the elements of the Fosdyke Code with the corresponding elements of the Fosdyke Requirement for that event (a Code indicator of '*' will always fail such a test). If each element in the Requirement is met by the relevant Fosdyke Code, then the Action is permitted (at least by the conditions described by this notation). Rule 1.17.10 - A Close Call The Call of a Station is equal to the total number of Line Segments from the Station to its adjacent Stations. For instance, the Call of Camden Town is 4, while Baker Street has a Call of 10, and Brixton has a Call of 1. The Call of a Ghost Station is 0. /------------------------------------------------------------------------------\ SECTION 1.18 - Manoeuvres and Gambits \------------------------------------------------------------------------------/ Rule 1.18.1 - Manoeuvres in the Dark A Player may declare one or more attributes of eir recent valid moves (that is, one or more distinct elements of the recent end of turn Piece positions) as a Manoeuvre, provided that none of the recent moves is a Pass, or a Timeout. 'Recent' is defined here as being at least three but no more than six. E does this by performing a Declaraction action, which takes one of the two forms: [Declaring the ____________ Gambit] or [Declaring the ____________ Manoeuvre] where the underscores are replaced by the Manoeuvre name. The specific attributes of these moves must be listed in such a way that the action is clearly identified. Valid attributes which may be given in this context is any information which may be inferred about a Station from its representation on the Map, or which is defined in this ruleset. Either of these two forms is called a Manoeuvre Declaraction action, and the term Gambit Declaraction action is synonymous. Likewise, the word Gambit is synonymous with the word Manoeuvre. The cost of this action is at least one token of any colour, listed in such a way that the action is clearly identified with its cost. Any number and colour of tokens can be given, as long as there are one or more tokens of different colours given. Players are encouraged to use creative and historic gambit names (e.g. Trellis Roundhouse, Ould Diagonal Shunt) and costs which are appropriate to the completion of the manoeuvre. The player can only give tokens away: e cannot perform a Manoeuvre Declaraction action that, in itself, gains the Player Tokens. A Manoeuvre Declaraction action is illegal if a Gambit already exists using that exact sequence of station attributes. Rule 1.18.2 - Gambits And Their Costs This rule shall contain a lists of all legal Manoeuvres, consisting of their names, the station attributes used to perform them, and the cost of the completed gambit. Costs of tokens are recorded in positive numbers only. The Speaker shall update this rule to include any new gambit declared using a legal Manoeuvre Declaraction action. This list explicitly keeps all the Gambits so declared even after the Game in which the Gambit was declared ends. The Trampoline Gambit (1 Si, 3 Re, 2 Bk, 1 Bu) Finsbury Park -> Wembley Park -> Amersham The Minnerman Spiral Gambit (4 Bu, 2 Re) Belsize Park -> Euston -> Camden Town The Victoria and Albert Gambit (1 Go, 2 Si) Royal Victoria -> Prince Regent -> Royal Albert The Morden Paradox Gambit (13 Bk) Colliers Wood -> South Wimbledon -> Morden The Heathrow Pickup Manoeuvre (1 Go, 2 Si, 4 Br) Heathrow Terminal 4 -> Heathrow Terminals 1,2,3 - > Hatton Cross The Holy Trinity Manoeuvre (3 Si, 3 Bu) Temple -> St Paul's -> Angel The Outlying Region Gambit (3 Bu, 6 Re, 3 Bk) Epping -> Amersham -> Morden The Rushton Memorial Manoeuvre (2 Go) Neasden -> Dollis Hill -> Neasden The Northern Line Rocket Manoeuvre (1 Go, 3 Br) Stockwell -> Embankment -> Camden Town The Trellis Roundhouse Manouevre (1 Go, 1 Si, 1 Br) Quadrant 1 -> Quadrant 2 -> Quadrant 3 -> Quadrant 4 The Mount of Olives Gambit (6 Bu) Holy Station -> Hill Station -> Populated Station The Davis 'Gap' Memorial Manoeuvre (1 Go) Victoria -> Hyde Park Corner -> Angel Easter Gambit (1Bu, 1Br, 1Si) Holy Station -> A-Z Station -> another Holy Station Rule 1.18.3 - Manoeuvres in the Light A Player may use a Manoeuvre by performing a Manoeuvre Usage action, which is synonymous to a Gambit Usage action, as long as the most recent valid non-pass Stations that the Player played have the same attributes and are in the same sequence as a named Gambit. This takes the form of: [Using the ___________ Gambit] or [Using the ___________ Manoeuvre] where the underscores are replaced by the Manoeuvre name. A legal Gambit Action performed successfully gains the Player the tokens that are recorded as the cost of the Gambit - i.e. the original cost paid by the Player who declared the gambit. This gain must be shown in the Comments of the player performing the Manoeuvre Usage action. For each Station in the Gambit which is another Player's Home Station, the performing Player gains 2 Silver Tokens. Rule 1.18.4 - Deny Everything! If it can be seen that a Player is on the verge of completing a Manoeuvre, another Player may play a Move or Action that they think will prevent that Manoeuvre from being completed and may in addition explicitly Deny the Manoeuvre by playing the Action [Denying the ______ Manoeuvre by ] or [Denying the ______ Gambit by ] Such a Denial Action may only be played after the Player who is attempting to complete the Manoeuvre has played the penultimate Move in that Manoeuvre ie there is only one Move remaining before completion. The Denying Player gains the reward for completing the Manoeuvre instead. If a Denial is played and is unsuccessful (that is, the Manoeuvring Player was still able to complete the specifically Denied Manoeuvre despite the Denial) then the Player completing the Manoeuvre doubles their reward for its completion. /------------------------------------------------------------------------------\ SECTION 1.19 - Current and Charge \------------------------------------------------------------------------------/ Rule 1.19.1 - Current Every Station on the LU map has a Current value associated with it, this value being directly related to its distance from the Meridian on the map. These distances are termed 'radial distances' since they can be treated as forming the radii of circles centred on the Meridian. The Current of a Station is the radial distance of that Station divided by the largest radial distance (that is the radial distance of Station farthest from the Meridian on the Map) expressed as an integer percentage. It is calculated using the formula - Current = int(station_radius / max_radius * 100) ... where 'int' is a function which removes the real part of a number, 'station_radius' is the radial distance of the Station under consideration and 'max_radius' is the radial distance of the remotest Station. The benefit of defining Current as a ratio is that it removes the units used for measurement of radial distances from consideration. As an example, let us calculate the Current of Mornington Crescent itself. The units used are pixels as measured on the Map. Following these measurements, it was found that Amersham was the farthest Station from the Meridian. The relevant radial distances are as follows: Mornington Crescent - 141.57 pixels Amersham - 774.68 pixels ... so the calculation works out thus: Current = int(station_radius / max_radius * 100) = int(141.57 / 774.68 * 100) = int(0.1827 * 100) = int(18.27) = 18" Rule 1.19.2 - Charge Each Piece has a Charge, being a signed integer percentage. A Piece's Charge always starts the Game at zero. If Charge exceeds 999% it becomes 999%; if Charge is ever less than -999% ir becomes -999%. Charge is modified by any Piece movement that takes place during a Player's Movement Phase: the Piece's Charge has added to it the difference between the Currents at the start and end Stations using the following formula: new_Charge = old_Charge + end_Station_Current - start_Station_Current For example, Bond Street has a Current of 15. Moving from Tottenham Court Road (which has a Current of zero) to Bond Street would add 15 to the Charge; Moving in the other direction would remove 15 from the Charge. Rule 1.19.4 - Fifth Coulomb A Player may perform the post-Move Action of "[Charge Tunneling to ]", where "" is a Station with a Current identical to that of eir Piece's current Location. This Action allows an immediate Translocation to the specified Station. No Player may Charge Tunnel to Mornington Crescent. /------------------------------------------------------------------------------\ SECTION 1.20 - Line States \------------------------------------------------------------------------------/ Rule 1.20.0 - Line States Each line has a number of possible States. If a Line is in no other State, it is in its Normal State. A Player may put a Line in a given State by performing the Action "[: ]". Unless otherwise noted, eir Piece must be situated at a Station which is on the said Line. All Lines and Line Segments have an initial Speed Limit of 10. Rule 1.20.1 - Back To Normal A Player may put a Line in its Normal State by performing the post-Move Action "[: Normal]". This Action does not change the Line's Speed Limit. Rule 1.20.2 - And Where Might YOU Be Going? A Player may perform the post-Move Action "[: One Way: ]" to put the mentioned Line in a One Way State, with the mentioned direction as the prescribed direction. While a Line is in a One Way State, a Move which involves traversing any Line Segment of the said Line (or a Line Segment which touches the said Line) in the opposite direction of the prescribed direction shall be considered Invalid. For the purpose of this Rule, the following directions (and their opposites) are recognized: Bakerloo N-S: Harrow & Wealdstone to Elephant & Castle Central E-W: Epping and Woodford to Ealing Broadway and West Ruislip Circle Clockwise (opposite direction named Anti-Clockwise) District E-W: Upminster and Edgware Road to Wimbledon, Richmond, Ealing Broadway and Kensington Olympia East London N-S: Shoreditch to New Cross Gate and New Cross Hamm & City E-W: Barking to Hammersmith Jubilee N-S: Stanmore to Charing Cross and Stratford Metropolitan E-W: Aldgate to Uxbridge, Amersham, Chesham and Watford Northern N-S: High Barnet, Mill Hill East and Edgware to Morden Piccadilly E-W: Cockfosters to Uxbridge and Heathrow 123 (Heathrow 4 if W-E) Victoria N-S: Walthamstow Central to Brixton Water & City N-S: Bank to Waterloo DLR E-W: Beckton and Island Gardens to Stratford, Bank and Tower Gateway For two Line Segments to touch, every Station on one Line Segment must also lie on the other, and vice versa. Rule 1.20.3 - Opposites Attract, They Say A Player may perform the post-Move Action "[:Electrified]" to put the mentioned Line in an Electrified State. While a Line is in an Electrified State, all Stations on the said Line are considered Blocked if the Moving Player is carrying any Metallic Tokens at the start of eir Movement Phase. Rule 1.20.4 - Not So Fast There! A Player may perform the pre-Move Action "[: Speed Limit: ]" to put such a Limit in effect. If a Line has a Speed Limit, no Player with a LV of more than may Move through any part of the said Line, unless eir Charge is greater than +100% or less than -100%, in which cases eir LV may have a value of up to twice the Limit. The cost of performing this Action is an amount of Blue Tokens equal to the difference between the previous Speed Limit and the new Speed Limit. Rule 1.20.5 - Power Failure! During eir Turn, a Player may perform the post-Move action "[:Power Failure!]", where "" is the Line Code of the Actioning Player's most recent Move. When this is performed, the specified Line suffers a Power Failure for one Round. If a Line has had a Power Failure:- * Any Piece Moves which start or end at a Station on that Line, or which pass through a Station on that Line, are deemed to be Invalid, with the exception of "Walking" Actions. * No Player situated at a Station on that Line may perform a Straddle. Rule 1.20.6 - Soap on the Tracks. During eir Turn, any Player may perform the post-Move action "[: Soaped]", where "" is the Line Code of the Actioning Player's most recent Move. When this is performed, the specified Line is Soaped for one Round. If a Line is Soaped:- * Any Shunting on the Line causes the Shunting Player to skid along with the Shunted Player, both ending in the same place. /------------------------------------------------------------------------------\ All Mornington Crescent Rules (C) Copyright the Mornington Nomic Team - 1997-9 \------------------------------------------------------------------------------/