/------------------------------------------------------------------------------\ | | | MORNINGTON NOMIC - RULESET | | | | Section 4 - Other Games | | | | (Last updated during Year Three, Week Thirty-Three) | | | \------------------------------------------------------------------------------/ /-------------------\ | 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 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 /-- in this file ------------------------------------------------------------- | 4 Other Games | | 4.1 Capture the Flag | 4.2 Czech Variant | 4.3 Hunt the Ostrich | 4.4 Anti-MC \----------------------------------------------------------------------------- /------------------------------------------------------------------------------\ SECTION 4.0 - Other Games \------------------------------------------------------------------------------/ Rule 4.0.0 - Non-MC Games Other games than MC may be played on the London Underground (or equivalent network). In these games, having a Piece end a Turn at Mornington Crescent does not constitute a Win. The victory conditions in each game shall be defined in the Special Ruleset pertaining to that game. Other rules of the game of Mornington Crescent apply as normal unless contradicted by a Rule in this Ruleset. /------------------------------------------------------------------------------\ SECTION 4.1 - Capture the Flag \------------------------------------------------------------------------------/ Rule 4.1.1 - Capture the Flag "Capture the Flag" is a team game: therefore all rules of the "Team Play" Special Ruleset also apply to this game. Specific exceptions to this are that the number of Players in each team must be agreed on before the first move of the Game is played, and that the minimum number of Players in a team is one (in which case the game is an individual game rather than a team game). For each Team in the Game there shall exist a Flag, which is considered Cursed, and may not be given to another Player on the same Team by means of the [Giving to ] Action. A Flag may be in the possession of a Player (in eir Luggage Rack), or may rest at a Station (as if it were a Token Stack.) Either way, its presence is noted as "Flag (T)" where (T) is a letter or set of letters that are clearly and unambiguously an abbreviation of the colour of the Team who owns it. A Flag may be Shunted as if it were a Token Stack or a Player. Rule 4.1.2 - An Englishman's Home... In addition to the normal conditions, no Station in Zones 5, 6 or 7 may be a Home Station. There is only one Home Station for each entire Team, chosen by the first member of that Team to declare Home: this is known as the Team HQ. All Players on that Team may, and must, declare that Station as their Home Station in their first non-Passed, non-Timed-out Turn. Rule 4.1.3 - Capturing and Dropping If a Player has passed through or moved to a Station containing a Flag during eir Turn, e may perform the Action "[Collecting Flag (T)]" to place the Flag of the specified Team in eir Luggage. If a Player is carrying a Flag, e may perform the post-Move Action of "[Flag (T) on ]" to place the Flag of the specified Team at a Station, where "" is any Station which the Actioning Player's Piece has passed through this Turn, or started or ended its Move at. A Player carrying a Flag in eir Luggage at the start of eir Turn may not make any Special Moves, or play any Post-Move Actions that alter eir Piece position. Rule 4.1.4 - Winning The Easy Way Either this Rule, or Rule 4.1.5, but not both, may apply to the game (at the Speaker's discretion, to be announced at the start of the game). If, at the end of a Player's turn, a Flag belonging to one Team rests at the Team HQ of another Team, the Team whose HQ is involved is declared the Winners. Rule 4.1.5 - Winning The Hard Way Either this Rule, or Rule 4.1.4, but not both, may apply to the game (at the Speaker's discretion, to be announced at the start of the Game.) If, at the end of any Player's turn, the Flag of one Team rests at the HQ of another Team, then the Flag in question is removed from the game, as are all Pieces, Tokens and Possessions of the Team which has lost its Flag (with the exception of any Flags carried by Players on that Team: these are placed on the HQs of the Teams they belong to): and parentheses are put around the names of the Players to indicate that they may take no further part in the Game. When there is only one Flag remaining in the Game, its Team is declared the Winners. /------------------------------------------------------------------------------\ SECTION 4.2 - Czech Variant \------------------------------------------------------------------------------/ Rule 4.2.1 - Piece Maker In a Czech Variant Game, a Player has control of the following types of pieces (with their analogue in chess): * Commuter (king) Moves in the same way as a Vanilla Piece. The Commuter is considered to own the LV, Tokens, and other Player possessions. Movement bonuses and penalties apply only to the Commuter. * Driver (rook) Can move with an unlimited LV on its current line, or on a line serving its start position. May only change line at its start station. Examples A Driver at Angel may Move to any Station on the Bank branch of the Northern Line, or to any Station North of Camden Town or South of Kennington. A Driver at Ealing Broadway may move freely to any Station on the Central or Piccadilly line not requiring a change in line direction. * Inspector (queen) May move as a Driver, or may Charge Tunnel without cost in lieu of a Move. Example An Inspector at Angel may Move to any Station on the Bank branch of the Northern Line, or to any Station North of Camden Town or South of Kennington. It may alternatively Charge Tunnel to Bank (which would be pointless), Marble Arch or Knightsbridge. * Busker (knight) Moves by straddling as if standing on a three token stack. * Tourist (pawn) Can move with an LV of 1, or to the first interchange on its current line on its first Move. A Player has one of each type of Piece except for the Tourist, of which e has four. All Pieces are governed in their movements by Rules about changes in line direction, obstructions on the Line, and so on, where those restrictions apply to the movement form which that Piece uses. Each Turn, a Player may Move a single piece under eir control. Which piece has been Moved shall be indicated by placing the initial letter of the piece in brackets after the Player's name for a major Piece, while Tourists are identified by the letter T prefixed by the major Piece which they begin the Game adjacent to. Viz: Cryer (I) : Turnham Green (PD) Rushton (BT) : Whitechapel (DL) Rule 4.2.2 - No Overtaking No two Pieces in a Czech Variant Game may occupy the same Station unless a Taking Action is played. No Piece may pass through a Station occupied by another Piece. A corollary to this is that any Actions (other than Taking) which require co-location of Pieces may not be played. Rule 4.2.3 - Take On Me ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Taking ] Post ----- 20 -1 Re ------------------------------------------------------------------------ Any Station which may be Moved to by a particular Piece is said to be controlled by that Piece. A Piece occupying a Station which would otherwise be controlled by an opposing Player's Piece is said to be threatened. A threatened Piece may be removed from the Game if the attacking Piece is Moved to that Station and plays the Post-Move Action of Taking. Thus: Rushton (I): Latimer Road (HC) [Taking Tourist] A Piece which has been Taken is removed from the Map and the Game. [Taking] may not be performed on any Piece owned by the Taking Player, or on a Commuter. Rule 4.2.4 - Checks and Balances A Commuter which is threatened is said to be in check. A Commuter may not be Moved into check. If a Commuter is in check, the owning Player must play a Move which will take the Commuter out of check either by blocking the control of the opposing Piece, or by moving away from any controlled Stations. If a Commuter cannot be taken out of check, then the owning Player is considered to have lost. All that Player's Pieces are removed from the board and eir name is parenthesised in the Token Table. That Player takes no further part in the Game. If only one Player remains in the Game, e is the Winner. Rule 4.2.5 - Jump Start Up to four Players may participate in a Czech Variant Game, and there is never a Drone Player. There are four sets of start positions for Pieces corresponding to the four Compass Quadrants. These start positions are randomly allocated by the Speaker before the Game begins. Once a Game has begun, no further Players may join. Each non-Tourist (or major) Piece starts at an outlying Station, usually a Terminus; the Tourists all start at a Station adjacent to a major Piece (specified below where this is not obvious). The start positions for each major Piece in each Quadrant are as defined in the table following; non-obvious Tourist locations are given in brackets: +-----------------------------------------------------------------------+ | | NE (1) | SE (2) | SW (3) | NW (4) | |-----------+-----------------------------------------------------------| | Commuter | Epping | Beckton | Heathrow T 4 | Amersham | | | | |(Heath. T 123)| | | Inspector | Upminster | Island Gdns. | Wimbledon | Uxbridge | | Driver | Walthamstow | New Cross | Richmond | Harrow & | | | Central | | | Wealdstone | | Busker | Stratford | Tower Gateway| Kensington | West Ruislip | | |(Pud. Mill La)| (Shadwell) | Olympia | | +-----------------------------------------------------------------------+ There are no Home Stations in the Czech Variant. Rule 4.2.6 - Passed Participal Only a Commuter may play a Move of Pass. Rule 4.2.7 - Promotional Material If a Tourist reaches the Meridian, it may be promoted to any other type of Piece except a Commuter. /------------------------------------------------------------------------------\ SECTION 4.3 - Hunt the Ostrich \------------------------------------------------------------------------------/ Rule 4.3.1 - The Ostrich In a Game of Hunt the Ostrich, the Drone is known as the "Ostrich". Any Rules which refer to the Drone should be considered to refer to the Ostrich. In addition, the Ostrick Stick is Cursed. To Win, a Player must Pounce the Ostrich. No other conditions permit a Player to become the Winner. Rule 4.3.2 - Ostrich Actions ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Pecking ] Post 4.3.2 -1 Re [Pouncing Ostrich] Neut 4.3.2 [Giving Stick to ] Neut 4.3.2 [Run Run Run] Pre 4.3.2 -1 Bk ------------------------------------------------------------------------ If a Player is at the same Station as the Ostrich, is not carrying the Ostrich Stick and has not given the Ostrich Stick away this Turn, e may perform the Action of "[Pouncing Ostrich]". When a Player Pounces the Ostrich, e Wins the Game. If a Player has been carrying the Ostrich Stick since eir previous Turn, e may perform the Action "[Giving Stick to ]", where "Player" is any Active Player other than the Ostrich - the Stick is transferred to that Player's inventory. The Ostrich may perform the Action of "[Run Run Run]"; upon performing this Action, its LV is increased by 1. If the Ostrich shares a Station and Line with another Player, it may perform the Action of "[Pecking ]", where Player is that Player. The Pecked Player loses a single Edible Possession (if e has any) of the Ostrich Stick holder's choice, has eir LV halved (rounding up), and may not perform the Action "[Pouncing Ostrich]" during eir next Turn. Rule 4.3.3 - Lynch the Ostrich If the "Team Play" Special Ruleset is being used in conjunction with "Hunt the Ostrich", a Player may not Pounce the Ostrich if a Team-mate of eirs carries the Ostrich Stick. Rule 4.3.4 - Suited and Booted A "Kneecaps" Possession exists, purchaseable for four Bronze Tokens from any Station which sells Emporia items (see Rule 1.4.18). Kneecaps are Garments. A Player wearing Kneecaps may not be Pecked by the Ostrich. Rule 4.3.4 - I Think Not The Ostrich may not Wear Garments, except for Hats. /------------------------------------------------------------------------------\ SECTION 4.4 - Anti-MC \------------------------------------------------------------------------------/ Rule 4.4.1 - Own Goals Allowed In an Anti-MC Game, the Winner is the last Player to Move to Mornington Crescent. If a Player Moves to MC, e has lost. Eir Piece is removed from the board, eir name is parenthesised in the Token Table, all eir possessions are discarded, and e takes no further part in the Game. Rule 4.4.2 - Accept No Substitutes Once a Game has begun, no further Players may join without the consent of all other Players in that Game. After any Player has lost, no further Players may join under any circumstances. Rule 4.4.3 - Open House Mornington Crescent is considered to be open, so that Opening MC does not need to be played in order to Move there. All Station, Lines and Line Segments are considered to be Open at all times of day, and no Lines are considered to be Under Construction. Rule 4.4.4 - Passage to East India Players may not Pass or Farkle unless forced to do so by circumstances beyond their control. In other words, if a legal Move is open to them, then they must play it. Rule 4.4.5 - Grrr! Aaaargh! All aggressive Actions, whether direct or indirectly in their effect on Players, have their costs reduced by two tokens. Rule 4.4.6 - Please Leave Your Seven League Boots Outside Players may not play the Action of [Home] other than on eir first Move. They may also not play the Action of [Wild]. Rule 4.4.7 - Droning Off There is no Drone. /------------------------------------------------------------------------------\ All Mornington Crescent Rules (C) Copyright the Mornington Nomic Team - 1997-9 \------------------------------------------------------------------------------/