/------------------------------------------------------------------------------\ | | | MORNINGTON NOMIC - RULESET | | | | Section 2 - Variants | | | | (Last updated during Year Three, Week Thirty-Five) | | | \------------------------------------------------------------------------------/ /-------------------\ | 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 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 /-- in this file ------------------------------------------------------------- | 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 2.0 - Special Rulesets \------------------------------------------------------------------------------/ Rule 2.0.0 - Definition of Normality Each Variant defines the differences between it and the Vanilla Ruleset. All Rules of the Vanilla Ruleset are assumed to apply unless declared otherwise. /------------------------------------------------------------------------------\ SECTION 2.1 - The Long Game \------------------------------------------------------------------------------/ Rule 2.1.1 - The Long Game In the Long Game, the cost for the [Opening MC] action is 25 Gold Tokens. Rule 2.1.2 - Y2K bug Rule 1.7.62 (Let's go to the Dome, Simone) does not apply to the Long Game. This Rule will repeal itself on the second of January 2000. /------------------------------------------------------------------------------\ SECTION 2.2 - Chalk Farm '84 \------------------------------------------------------------------------------/ Rule 2.2.1 - Terminal Velocity If, at the very beginning of eir Turn, a Player has an LV equal to or above the Speed Limit of eir current Line, and e does not (and is not forced to by any other Rule) reduce it below the Speed Limit of eir current Line before eir Move, e may make a Special Move to any Terminus which e shares a Line with, provided that reaching it would not involve a change of Line Direction (this option is in addition to the standard Moves available through eir natural LV-dependent Piece Movement and any Special Moves available). Rule 2.2.2 - You Can't Swim When a Player is in Spoon, e may not cross the River Thames by any means other than [Home] or [Wild] moves, unless eir move contains the action [Unspoon] and no other Actions other than adjustment of LV or exchanging [Gold to Silver, Bronze or Blue] or [Silver to Bronze] Tokens. Rule 2.2.3 - Clearance Granted for Landing When a Player performs an Action of "[Home: ]", e may claim a Zone Pass for any single Zone which contains that Station. Rule 2.2.4 - Chalk Farm Denial If any Piece is situated at Chalk Farm, the action of "[Opening MC]" may not be performed. Rule 2.2.5 - *Boing* If a Shunt is performed, the Shunting Player may elect to rebound off the Shunted Player by a distance of up to stations, where is the Shunting Player's LV. The distance that the Shunted Player travels is reduced correspondingly, so the overall effect of the Shunt is as follows: * The Shunted and Shunting Players must finish the Shunt on the same Line as each other. * They must be exactly Stations apart, and the Station where the Shunt actually took place is occupied by one of the Players or is between the two. * The Shunted Player does not travel along the same Line in the opposite Line Direction to that which the Shunting Player arrived. * Blocks, impediments or closures which would restrict the destination Station of either Player after the Shunt are ignored. Example (Garden has an LV of 8): Rushton: Bank (CN) [Blocking Liverpool Street] Garden: Bank (CN) [Shunting Rushton to Leyton, rebounding to Holborn] /------------------------------------------------------------------------------\ SECTION 2.3 - The Finsbury Option \------------------------------------------------------------------------------/ Rule 2.3.1 - More Lines to Play With The "North London" line from Richmond to North Woolwich, and the Thameslink connections from Kentish Town to Farringdon, Moorgate, London Bridge and Elephant & Castle, and from Finsbury Park to Moorgate, shall be considered as Underground lines with Line Codes of (NL) and (TL) respectively, and shall be counted towards the number of Lines present at Interchanges. However, these Lines are considered to be exempt from all Zone regulations and are not covered by Zone Passes: a Player ending eir Piece Move on one of these Lines may not claim a Bronze Token for playing in a Zone for which a Pass is held, even if the Station is on another Underground line and the Player has a Zone Pass for the relevant Zone. A London Underground map with the North London and Thameslink lines on can be found at the following website: http://www.labs.bt.com/profsoc/globecom/under.htm Connections for the [Walking] Action exist between the following Stations: Kentish Town West (NL) - Kentish Town (TL, NT) Camden Road (NL) - Camden Town (NT) Hampstead Heath (NL) - Hampstead (NT) Caledonian Road & Barnesbury (NL) - Caledonian Road (PD) Finchley Road & Frognal (NL) - Finchley Road (MP, JL) Acton Central (NL) and North Acton, East Acton, West Acton (CT) Acton Town (PD) and South Acton (NL) Stations on the Thameslink and North London lines which are not already defined have the following attributes (where Ct and Q are Current and Quadrant respectively): [1] +------------------------------------------------+ | Station | Ct | Q | +------------------------------------------------+ | City Thameslink (TL) | 16 | 0 | | Essex Road (TL) | 31 | 1 | | Drayton Park (TL) | 39 | 1 | | North Woolwich (NL) | 79 | 2 | | Silvertown & London City Airport (NL) | 79 | 2 | | Hackney Wick (NL) | 57 | 1 | | Homerton (NL) | 54 | 1 | | Hackney Central (NL) | 49 | 1 | | Dalston Kingsland (NL) | 45 | 1 | | Canonbury (NL) | 39 | 1 | | Caledonian Road & Barnsbury (NL) | 34 | 1 | | Camden Road (NL) | 25 | 1 | | Kentish Town West (NL) | 30 | 1 | | Gospel Oak (NL) | 32 | 4 | | Hampstead Heath (NL) | 34 | 4 | | Finchley Road & Frognal (NL) | 35 | 4 | | Brondesbury (NL) | 37 | 4 | | Brondesbury Park (NL) | 41 | 4 | | Kensal Rise (NL) | 46 | 4 | | Acton Central (NL) | 54 | 3 | | South Acton (NL) | 57 | 3 | +------------------------------------------------+ The Thameslink connections from Moorgate to Farringdon, and from Moorgate to Finsbury Park, are closed on Saturdays and Sundays, and open at peak hours only on Mondays to Fridays. Construction Lines are considered as normal Lines, and a Hard Hat is not needed to use them: therefore the Hard Hat Possession does not exist in this game. The Jubilee Line connections to Westminster, Waterloo, London Bridge, Canary Wharf, Canning Town, West Ham and Stratford are included in the standard Interchanges. Speaker's Note: These are the Currents and Quadrants present in the last version of this rule, taken from the equivalent LU map. Rule 2.3.2 - Home Isn't Where The Start Is) When a Player performs the "[Home:]" Action, it permits a Special Move to any Station which shares a Quadrant and Line with that Player's Home Station. Rule 2.3.3 - Striles A Strile may be performed between any two stations provided that each contains a Token Stack with the same number of Tokens: they need not, however, be identical Stacks as in the Vanilla Ruleset, as long as they contain the same number of Tokens. Rule 2.3.4 - Pickering If there are two identical Token Stacks on the Board, a Player may perform the 20-minute Pre-Move Action of [Pickering and ], at a cost of 2 Blue Tokens, one of which is placed on each Stack (the bottom token of the Stack being discarded if that would cause the Stack to have more than 6 Tokens.) No Tokens may be picked up from a Pickered Station. The Pickering lasts until the end of that Player's Turn, and the Stations must be in different Quadrants. If a Pickering is in force, a Player whose move passes through one Pickered Station may instantaneously transfer to the other one and continue eir move from there, in either direction. Example: Cryer stands at Balham with an LV of 8. Oval and Snaresbrook have identical Token Stacks (BlReBuRe ). Cryer : [Pickering Balham and Snaresbrook] Buckhurst Hill (From Balham to Oval is 5 Stations, Snaresbrook to Buckhurst Hill is 3 stations. The Token Stacks now read: (BlReBuReBu ) on both Balham and Snaresbrook. A move through a Pickering is not considered to have changed Line, nor crossed the River. /------------------------------------------------------------------------------\ SECTION 2.4 - Ruttsborough '58 \------------------------------------------------------------------------------/ Rule 2.4.1 - Fast and Furious All Lines and Line Segments have an initial Speed Limit of 15. Rule 2.4.2 - Carry On After The Crash When a Shunt takes place, both Players lose only 6 points of LV, or down to zero if eir LV was less than 6. Rule 2.4.3 - Bad Guys Have All The Fun All Actions in the Vanilla Ruleset which have a cost in Red Tokens have that cost reduced by one Red Token: if this reduces the cost to zero, then the Action may be performed during Knip. This reduction in cost does not apply to any Actions which are only defined in this Special Ruleset. Also, expenditure of Black Tokens is permitted during Knip. Rule 2.4.4 - Crash Barrier ------------------------------------------------------------------------ Action Phase Rule Duration Cost ------------------------------------------------------------------------ [Crash] Pre 2.4.4 -2 Re ------------------------------------------------------------------------ If a Player is in a position to Rebound off the Buffers or a Blocked Station, e may instead elect to use it as a crash barrier, with the Action [Crash]. Upon doing this, e stops at the Terminus Station and reduces eir LV to zero. The effects of a Crash are as follows: All Players whose location is less than (n) stations away from the Crashing Player, where (n) is half the Crashing Player's LV (including the Crashing Player emself) are affected by the Crash, and must lose one Plastic Token if e has one (chosen by the Crashing Player and placed under normal Token placement rules, i.e. in a different quadrant from the affected Players), one Hat if e has one (which is discarded: Crashing Player's choice from A-Z, British Rail, Compass, Terminus, Verdant) and all Pigeons if e has any (also discarded.) Any player with the Money Belt does not lose Tokens, and possession of an Overpriced Baguette will prevent the Pigeons being scared off and lost. Rule 2.4.5 - Any Time You Like Point 2 of Rule 1.10.0 does not apply: actions that target other Players may be performed in any quantity in the Post-Move phase of the Turn. Rule 2.4.6 - Drivebacks ------------------------------------------------------------------------ Action Phase Rule Duration Cost ------------------------------------------------------------------------ [Driveback on ] Post 2.4.6 20 min -3 Re ------------------------------------------------------------------------ A player may perform the Action [-station Driveback on ], where is a Line that passes through the Station e is situated on and is equal to or less than the Actioning Player's LV. Upon performing this Action, all Players on that Line are moved a distance of stations along that Line (or to a Terminus, if this is closer) in a Line Direction which is directly away from the Actioning Player. The Actioning Player loses points of LV. If a Driveback would result in a player being driven through a Blocked Station or to a Closed Station, then the affected player stops at the station immediately prior to the Blocked or Closed Station, as if it were a Terminus. Any player whose Piece cannot be moved the full distance of stations - whether this is prevented by a Terminus, Closed or Blocked Station - loses one Plastic Token of the Actioning Player's choice. Rule 2.4.7 - Fighting For Our Wealth In addition to Tokens received at the start of the Game, each Player receives one Gold Token. /------------------------------------------------------------------------------\ SECTION 2.5 - Spherical Projection \------------------------------------------------------------------------------/ Rule 2.5.1 - Non-Euclidean Space The Spherical Projection treats the Map as if it were pasted onto a sphere. Under this projection, certain outlying Termini are considered to be connected to each other. These connected termini are treated as adjacent Stations, and do not count as Termini for any Rule. Where a connection is made between Termini of different lines, movement between such Stations is considered to be a Line Change in the normal way. The following Termini are connected: High Barnet (NT) <-> Morden (NT) Cockfosters (PD) <-> Wimbledon (DS) Epping (CN) <-> Richmond (DS) Upminster (DS) <-> Ealing Broadway (CN, PD) Beckton (DL) <-> Uxbridge (MP, PD) Island Gardens (DL) <-> Amersham (MP) New Cross (EL) <-> Chesham (MP) New Cross Gate (EL) <-> Watford (MP) Rule 2.5.2 - No Back Door The following Manoeuvres specified in Rule 1.18.2 shall be ignored under this Special Ruleset: The Morden Paradox Gambit The Outlying Region Gambit /------------------------------------------------------------------------------\ SECTION 2.6 - Team Play \------------------------------------------------------------------------------/ Rule 2.6.1 - Team Games Whenever a Player joins a Team Game, e may choose a Colour for eir Team. This may be a Colour another Player has already chosen, if e wishes to join that Team, or a new Colour if the Player wishes to start a new Team. When determining Playing Order, where possible, Players should not be put in positions following or preceding (the list wrapping from top to bottom) a member of eir own team. Other than this Playing Order should be determined as normal. A new Team may not be created if it would share an initial letter with another Team, and a Player may not join a Team if another extant Team has a smaller number of Players, or if there is only one Team. Players may only join a Team Game midway through if all Players in that Game agree to the new Player's arrival and choice of Team. A Team Game may only commence if each Team has an equal number of Players and if there are at least five Players in the Game (including the Drone). This may be overruled if all Players in the Game agree to the its commencing. Rule 2.6.2 - Colouring The initial letter of each Player's Team shall be noted in brackets next to eir name in the Token Table in the Game State Document. Rule 2.6.3 - D'ya wanna be in my gang? The Drone's Team is considered to be that of the Player which holds the Drone Stick. If the Drone Stick does not exist, or is held by the Drone, the Drone has no Team. Rule 2.6.4 - No leg-ups Players may not give tokens directly to another player on the same team. Rule 2.6.5 - Mi Casa e Su Casa Players do not have to pay the usual token cost for passing through or moving to another Player's Home Station if that Player is on the same team. Rule 2.6.6 - Post-Move Team Actions ------------------------------------------------------------------------ Action Phase Rule Dur Cost ------------------------------------------------------------------------ [Giving to ] Neut 2.6.6 ------------------------------------------------------------------------ A Player may perform the Action of "[Giving to ]" to give a Small Possession they are carrying to another Player on the same Team - upon performing this Action, the nominated Possession is passed from the Actioning Player to the Targeted Player. Rule 2.6.8 - A Little Help From My Friends When a Player Wins the Game, all members of eir Team are also considered to have Won the Game. Rule 2.6.9 - A Likely Story A Player may not Deny a Manoeuvre played by a Team mate. /------------------------------------------------------------------------------\ SECTION 2.7 - Tournament Play \------------------------------------------------------------------------------/ Rule 2.7.1 - Tournaments A Tournament consists of a number of Rounds, each containing a number of two-Player Games. When a Tournament is declared, at least four Players must sign up to it before it may commence, and it should not commence until all Active Players have indicated whether or not they wish to partake. When a Tournament commences, all Players signed up to it are considered to be Competing Players for that Tournament. The first Round then commences. Rule 2.7.2 - Doing the Rounds When a Round commences, the Speaker randomly pairs up all Competing Players in that Tournament. If there are an odd number of Competing Players, the remaining Player is considered to have automatically passed that Round. For each pair of Competing Players, a new Game is started. All Games within a single Tournament shall be of the form "", where "" is the same for all Games of the Tournament, and "" is a unique identifier. When a Game is finished, its Loser ceases to be a Competing Player. When all Games in a Round are finished, a new Round begins. If, after a Round, only one Competing Player remains, that Player is considered to have Won the Tournament. Rule 2.7.3 - Silence on the Floor To avoid excess traffic on the mailing lists, all Tournament Games other then the Final (the Game played when only two Competing Players are left) should be played over private email. Where a Turn is Buzzed and judgment is required, it should be brought to the attention of the Speaker, and a Referee shall be selected as normal. /------------------------------------------------------------------------------\ SECTION 2.8 - San Francisco 1849 \------------------------------------------------------------------------------/ Rule 2.8.1 - Annotated Games In order to provide lasting commentary on tactical thought, Notes may be added to individual Plays. Notes begin on the line immediately following the last Action of the Play and should be indented in order to avoid rendering the Player names illegible. Notes begin with "{ Note:" and end with a close brace "}". Notes do not have a direct effect on the state of play. Eg In the following fragment, Rushton wishes to note the tactics behind eir Move...     Rushton : [LV+2] Bank (NT) [Black Token on Moorgate]               { Note: Moorgate is now a Kafka Sinkhole, which should                 discourage anyone from Straddling from it. } In contrast to the essentially ephemeral Comment, Notes become part of the Play and are not to be removed. Rule 2.8.2 - Annotate With Me On starting an Annotated Game, the Speaker may specify that only Mentors may Play in the Game. /------------------------------------------------------------------------------\ SECTION 2.9 - Mornington Croissant \------------------------------------------------------------------------------/ Rule 2.9.1 - Paranomasia Whenever the name of a Station is mentioned in a Play in a Mornington Croissant Game, it should include a food-related pun, such that both a unique Station name and a food reference are sufficiently clear. If this criteria is not met, that Turn is Illegal. For the purposes of all rules other than this one, a punned Station name shall be treated as if it were the actual Station name; Players are free to make different puns for the same Stations. An example Play would be:- Cryer : [LV+2] Angel Cake (NT) [Shunting Rushton to Hampstead Sandwich] [Striling to Mornington Croissant] /------------------------------------------------------------------------------\ SECTION 2.10 - Pachisi Crescent \------------------------------------------------------------------------------/ Rule 2.10.1 - The Game Each Player has four Pieces, numbered 1 to 4. All Pieces begin the game in an off-Map pool of Pieces. Each Player may Move one of eir Pieces in eir Turn (if e is at all able to Move one of eir Pieces). The first Player to Move all eir Pieces to Mornington Crescent wins the game. Rule 2.10.2 - Moves A Piece can only move to Mornington Crescent if it has visited the Home Stations of all the Players, beginning and ending with the Piece's own Home Station. A Piece Moving to Mornington Crescent is removed from the game. Rule 2.10.3 - Line Velocity All Pieces belonging to the same Player have the same LV. Rule 2.10.4 - Actions The Action "[Opening MC]" costs 1 Bronze Token. The Action "[Toll to ]" is free. The Action "[Home]" is only legal if the performing Piece is in the off-Map pool. Rule 2.10.5 - Knuff of it! ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Knuffing ] Neut ----- 20 ------------------------------------------------------------------------ If a Piece shares a Station and Line with another Piece, e may perform the Neutral Action of Knuffing. Thus: Rushton-1 : Latimer Road (HC) [Knuffing Garden-1] A Piece which has been Knuffed is removed from the Map and placed in the off-Map pool of Pieces. The Knuffed Piece's record of visited Home Stations is deleted. [Knuffing] may not be performed on any Piece owned by the Knuffing Player. [Knuffing] may not be performed on any Piece sharing a Station with another Piece controlled by the same Player. [Knuffing] may not be performed on any Piece occupying a Holy Station, unless performed as a Pre-Move Action. [Knuffing] may not be performed in the same Turn as the [Home] Action. Rule 2.10.6 - States of Play Circle Line is always in its Clockwise State. Rule 2.10.7 - Special Stations Each Player has a Home Station, which is Home Station for all eir Pieces. The Home Station must be one of these: +------------------------+---------------+ | Home Station | Abbreviation | +------------------------+---------------+ | Amersham | Am | | Harrow & Wealdstone | HW | | Stanmore | St | | Edgware | Ed | | High Barnet | HB | | Cockfosters | Co | | Walthamstow Central | WC | | Epping | Ep | | Upminster | Up | | Beckton | Be | | Island Gardens | IG | | New Cross | NC | | Brixton | Br | | Morden | Mo | | Wimbledon | Wi | | Richmond | Ri | | Heathrow Terminal 4 | H4 | | Ealing Broadway | EB | | Uxbridge | Ux | | West Ruislip | WR | +------------------------+---------------+ The list is a loop, where West Ruislip is considered to be just above Amersham. No two Players can have the same Home Station. When performing the [Home: ] Action, the Player shall choose a Home Station at least X Stations away from any already chosen Home Stations, as determined by the list of available Home Stations. X is 7, initially. If no Station is available, X is diminished by 2, and a new attempt is made. Holy Stations provide no protection beyond what is mentioned in Rule 2.10.5. Rule 2.10.8 - Visiting Home Stations There is a section on the GSD used to note the Home Stations visited by each Piece. Example: Home Stations: Rushton : New Cross Garden : Harrow & Wealdstone Trellis : Walthamstow Central Cryer : Heathrow Terminal 4 +----------+------------------+--+ | Piece | Visited |MC| +----------+------------------+--+ |Rushton-1 | NC,H4 | | |Rushton-2 | NC,H4,HW,WC,NC | | |Rushton-3 | | | |Rushton-4 | NC,H4 | | |Garden-1 | | | |Garden-2 | HW,WC | | |Garden-3 | HW,WC | | |Garden-4 | HW,WC,NC | | |Trellis-1 | WC,NC,H4,HW,WC |MC| |Trellis-2 | WC,NC,H4 | | |Trellis-3 | WC,NC | | |Trellis-4 | WC,NC | | |Cryer-1 | H4,HW,WC | | |Cryer-2 | H4,HW | | |Cryer-3 | | | |Cryer-4 | | | +----------+------------------+--+ End Example. A Piece is said to visit a Home Station if the Station is added to the Piece's list of visited Home Stations. A Home Station is added to the Piece's list of visited Home Stations if the Piece: * begins a Turn there, * ends a Turn there, or * passes through the Station. The Home Stations can only be visited in the order indicated on the list of possible Home Stations, and beginning and ending with the Home Station of the owning Player. No Home Station can be visited more than once (unless the visiting Piece has been Knuffed between the visits). Rule 2.10.9 - Get that Elbow out of my Ear! If the game has more than 2 players at the beginning of the game, each player has fewer Pieces: +--------------+------------------+ | # of players | # of Pieces each | +--------------+------------------+ | 3-5 | 3 | | 6-9 | 2 | | 10- | 1 | +--------------+------------------+ /------------------------------------------------------------------------------\ SECTION 2.11 - The Short Game \------------------------------------------------------------------------------/ Rule 2.11.1 - The Short Game In the Short Game, the cost for the [Opening MC] action is 1 (one) Gold Token. /------------------------------------------------------------------------------\ SECTION 2.12 - Free for All \------------------------------------------------------------------------------/ Rule 2.12.1 - Free for All In Free for All no restriction is placed on the order Player's make Turns. A Player may make one or more consecetive Turns. However each Player must wait for a minimum of 36 hours (excluding weekends) between each of eir Turns. If an event is said to last for one Round then it lasts to the start of any Player's second Turn since the event started. The Turn which caused the event counts as that Player's first Turn. If an event lasts for n Rounds then n+1 Turns must be made by any Player before the event ends. Rule 2.12.2 - Rule by Force If no Player has made a Turn for 72 hours (excluding weekends) then any Active Player may announce to the list that the Game is being Forced, e then becomes the Forcing Player. When a Game is being Forced the Active Player who has taken the longest time since eir last Turn becomes the Forced Player and must make the next Turn. If the Forced Player doesn't make a Turn within 36 hours (excluding weekends) the Forcing Player may make a Turn for er. The only restriction placed on this Turn is that is must not include the [Giving Tokens to ] Action. If the Forcing Player does not make a Turn within 36 hours then any Player may make a Turn for the Forced Player as long as it does not contain the [Giving Tokens to ] Action. The Game stops being Forced when the Forced Player makes a Turn. If the Forced Player becomes Inactive a Turn may still be submitted for er. /------------------------------------------------------------------------------\ SECTION 2.13 - Solipsism \------------------------------------------------------------------------------/ Rule 2.13.1 - Me, Myself and I In Solipsism, all Players share the same Piece, and there is no Drone. Since no two Pieces can share a Line or Station (as there is only one Piece), all Actions having such a requirement are void. Each Player has eir own Home Station, LV, Charge and Tokens. The [Home] Action may not be played more than once by each Player. Rule 2.13.2 - Money for Nothing The Action [Electroplating], as defined by Rule 1.4.26, may not be played in Solipsism. /------------------------------------------------------------------------------\ SECTION 2.14 - Baker Street \------------------------------------------------------------------------------/ Rule 2.14.1 - Elementary, My Dear Watson! The Baker Street Variant is a much-simplified version of the game, intended for Players who are new to the game (or who fancy a little relaxation). Although very similar to the Vanilla game in premise and style, it carries a few notable restrictions, most prominently the greatly reduced number of possible Actions. Rule 2.14.2 - Limited Actions The following Actions are the only ones which may be performed in a Baker Street Variant. (Note that "[Rent to ]" is the only Action to have an altered Token cost.) ----------------------------------------------------------------------------- Action Phase Rule Dur Cost Gain FR ----------------------------------------------------------------------------- [Applauding ] Neut 0.9.4 none [Blocking ] Post 1.9.1 1Re (S1) [Home] Pre 1.12.4 30 [Home: ] Neut 1.12.2 none [Line Change] Pre 1.5.11 none 1Bk [LV+X] Pre 1.6.1 [LV-X] Pre 1.6.1 [Opening MC] Neut 1.7.28 3Go [Rent to ] Pre 1.12.3 4Any [Shunting to Post 1.10.1 1Re (S0,L0) ] [Taking a Bow] Neut 0.9.4 none [Token Running] Neut 2.14.5 1 Go ------------------------------------------------------------------------------ Rule 2.14.3 - Gaslamps In a Game of Baker Street, neither Charge nor Currents are used. Rule 2.14.4 - Modesty Players neither gain nor lose Points for partaking in a Baker Street Game. Rule 2.14.5 - Token Running A Player may perform the Action "[Token Running]" if eir Piece is situated at a Terminus Station outside of Zone 1, and if e has not performed the "[Token Running]" Action at that Station earlier in the Game. Upon performing this Action, e gains one Gold Token. /------------------------------------------------------------------------------\ All Mornington Crescent Rules (C) Copyright the Mornington Nomic Team - 1997-9 \------------------------------------------------------------------------------/