---------------------------------------------------------------------------- Emergency Proposal 031 - Narg-u-Meant [Multiple] { A little tweak to the Narg Clamp - rendering it Post-Move to fit in with all the other Clamps, as I presume was intended originally (this as a fix rather than an abuse - I won't Buzz Paul for an illegal Clamping, the moment this passes), and altering the wording of the Clamp itself to permit "abnormal" Moves such as Wilding (mentioned in the comments of original proposal as an "acceptable escape", even if it actually wasn't) and intuitive sidesteps such as Walking. Selfishly regarded as an Emergency because I've just been Narged in Game 15 and have realised how broken it is (worrying how true that is, that you never really analyse things enough until they've happened), but since it's such a cheap and easy Player lock, I think it needs fixing sharply. } 1. "Narg!" in Surprise and Alarm [Amendment] Make "[Narging ]" a post-Move Action. 2. How Many Nargonds Round The Pond? [Amendment] Reword Rule 1.4.27 (The Narg Clamp explained) to:- 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 Indestructable 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 carrying a Narg Clamp may not Move to or through Mornington Crescent, nor may e perform any Actions which require the expenditure of a Blue Token. A Player may destroy a single Narg Clamp in eir Possession, by performing the Action of "[Anti-Narg]" whilst at Tottenham Court Road. ---------------------------------------------------------------------------- Raised by Kevan, 16/3/99 ----------------------------------------------------------------------------