-------------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Year One, Week Forty-One -------------------------------------------------------------------------------- Proposal 285 - Can I Stop Now? [Amendment] In Rule 1.17.6 (Station Categories) add the following words to the definition of Terminus stations: "...plus Heathrow Terminals 1,2,3." -------------------------------------------------------------------------------- Proposal 286 - This Token has a Cash Value of 0.0001p [Enactment] Any player with 50 tokens of a single non-metallic colour may on eir Turn exchange em for 3 Gold Tokens by performing the action "Bonanza". Exchanged Tokens are returned to the Token Mountain where all tokens come from. {Comment: that last bit is to prevent any Token Stack problems, eg 12 token stacks, each with 6 black tokens...) -------------------------------------------------------------------------------- Proposal 287 - Anti-Schizoid Measures [Amendment] Add the following sentence to the end of the second paragraph in Rule 1.1.2 (A New Game): "Players may only take part in one current Game." {Comment: no more of that signing up to two games at the same time malarkey} -------------------------------------------------------------------------------- Proposal 288 - "Bending the ring back into shape" [Other, Multiple] Repeal the rule created by Proposal 284. Enact the following TRPARTII-delimited text as a new rule, entitled "Token Rings, and other shapes..." TRPARTII For the purposes of this rule tokens will be deemed to have the following values: non-Metallic : 1 Bronze : 2 Silver : 4 Gold : 6 A player may, at any time at which they could use the [Placing on ] action, place that token on the same station as a "Token Ring". This requires an action [ Token Ring on direction ], which counts as a [Placing ...] action, except for the fact that the Token becomes a Token Ring. (The direction is defined below) This has an additional cost of one token of value at least as great as that being placed as a "Token Ring". The token used to pay this cost may not be a non-Metallic token. E.g. Rushton: Southfields [Red Token Ring on East Putney direction Edgware Road] This would cost one Red (for the Token Ring) and one Bronze, Silver or Gold. For the purposes of numbers of token stacks the Token Ring token counts as a token stack of exactly one token, even if it is at a station with another token stack on it. It is listed in the Token Stack table as if it was at a station which was named "Ring x" [ignoring brackets], with x being replaced by a unique integer, that does not change during the game. The player must specify a terminus on any one of the lines upon which the station that the Token Ring is being placed on rests, or in the case of the Circle line either the direction "clockwise" or the direction "anti-clockwise". The player must also specify on which line this terminus is, and a route, if without changing lines, there is more than one route to the terminus. If the route involves passing through Roding Valley then the route should be specified as either being: a) Roding Valley, Chigwell b) Chigwell, Roding Valley E.g. Rushton: Stockwell [Red Token Ring on Oval direction Mill Hill East, route Borough] The Token Ring is then considered a player for the purposes of determining when it moves, moving after the player who placed it, and moved my that player. It's move is given in the list of moves as if it were a player with name "Ring x", where x is again replaced by the same unique integer as mentioned before. It always moves directly towards the specified terminus (its destination) along the specified route without changing lines. Initially it has an LV equal to its value. If something happens to change its LV then it will accelerate or decelerate in order to make its LV as close to its value as is allowed by the rules determining how fast LV can be changed. So in the examples above the Token Ring would have an LV of 1. A Token Ring ignores any restrictions caused by Game time and it's move doesn't affect Game Time in any way. If the Token Ring is at a distance from its destination less than its LV then its LV is reduced to the distance from it to its destination station. If a Token Ring is shunted onto a line other than that containing its destination, or if it is shunted onto branch of the same line from which it is not possible - without changing lines or direction - to move to the destination then the player who initially placed the Token Ring picks a new destination as if e had just placed the Token Ring on the station to which it has been shunted. E.g. in the second example above, the Token Ring is at Bank(NT) and it is shunted to Leyton(CN). Valid destinations are then Woodford, Epping, Ealing Broadway and West Ruislip. When the Token Ring reaches its destination it stops and is added to the top of the Token stack on that station if such exists, or forms a Token stack on that station otherwise. If a Token stack exists on the destination and is full then if a rule exists defining Token Rain then the stack (including the Token Ring) explodes into Token Rain. Otherwise all the tokens involved are removed from the game and placed back on the token mountain. If a Token Ring Rebounds off a blocked station then the player who originally placed it picks a new destination on the same line in the direction in which it was moving after it had been rebounded, but otherwise as if e had just placed it upon the station to which it was rebounded. E.g. in the second example above there is a block at London Bridge. After the Token Ring has rebounded its only available destination is Morden. Define X crosses Y (when X is a move and Y is a segment of a line) to be that one of the following are true: 1) A move segment of X physically crosses the line segment Y on the map. 2) The move X contains an interchange station on line Y. If a player makes a move which crosses the line segment between the Token Ring and its destination then he must forfeit a token at least equal in value to the one which was placed to form the Token Ring. E.g. in the second example above, the token is at Borough. Rushton is at Southwark(JL) and is moving to Bermondsey. He must pay a token of at least the value of a Red token. (i.e. in this case any token). The line segment between any Circle Line station and the Token Ring's destination is defined to be the entire Circle Line if the Token Ring is moving on the Circle Line. If a player is on the same station as a Token Ring at any time then they may pick it up as if it were a member of a token stack at that station. It is then no longer a Token Ring. TRPARTII -------------------------------------------------------------------------------- Proposal 289 - "Thameslink" [Enactment] In addition to the stations shown on the map there is a line, called Thameslink, with line code TH and stations (in this order, interchange lines shown in braces "(",")"): Kentish Town (NT) King's Cross (VC, NT, HC, CL, MP) Farringdon (HC, CL, MP) City Thameslink ** Moorgate (NT, HC, CL, MP) Blackfriars (CL, DS) Elephant & Castle (NT, BK) London Bridge (NT) Moorgate and London Bridge are on single station branches and can be reached from the station on the text line immediatly preceding the one on which they are shown. ** City Thameslink is closed Saturday and Sunday. -------------------------------------------------------------------------------- Proposal 290 - "What exactly is changing line" [Enactment] A move is said to involve a change of line if it involves more than one Line Segment. -------------------------------------------------------------------------------- Proposal 291 - Bell, Book and Candle [Amendment] In Rule 1.7.11 (Ghost Stations), replace "(provided that that street name has not already been used by another Player in a Ghost Move)" with "(provided that that street name has not already been used by another Player in a Ghost Move, and that the street name is not also a London Underground station which appears on the Map)". -------------------------------------------------------------------------------- Proposal 292 - No Token Clogging [Amendment] Amend Rule 1.14.1 (Tokens all Over the Place) by replacing: " A Player may not place a Token on a Stack if it already has six Tokens in it, or if it would be the first Token of a Stack and there are already twelve Token Stacks in play. If this means that there are no valid locations for a Token to be dropped, that Token is destroyed." with " A Player may not place a Token on a Stack if it already has six Tokens in it, or if it would be the first Token of a Stack and there are already twelve Token Stacks in play. If this means that there are no valid locations for a Token to be dropped, that Token is destroyed, as are the bottom tokens of all Token stacks. " [Reasoning: If we clog up the game with token stacks we take a lot of the fun out of it - we should be able to clear up some of the tokens from time to time.] -------------------------------------------------------------------------------- Proposal 293 - Dave, Drone, Hmmm... [Amendment] Amend Rule 1.15.1 (Nyurmenyurmenyurmen) by replacing: Any Player except the Drone may, during eir Turn, pay three Blue Tokens and perform the Action "[Drone Keeper]" - they then become the Drone Keeper. with Any Player except the drone may perform the action "[Drone Keeper]" provided (a) they pay three Blue tokens, and (b) the current Drone Keeper has played the Drone's Move since e last became Drone Keeper. [Comment: This prevents a player whose name appears just before the Drone continually getting control of the Drone to thwart other people. Any advantage from having a name like Drew will be avoided :-)] -------------------------------------------------------------------------------- Proposal 294 - Wart Removal [Amendment] Amend Rule 1.14.1 (Tokens All Over The Place) by replacing the following paragraph: "A Player may remove one Token from the Stack at any Station e passes through which has a Token Stack on it; via the action [Claiming a token from ], which may be performed multiple times in a turn but not on the same Station." with this: "A Player may remove one Token from the Stack at any Station e passes through or is stationary at which has a Token Stack on it; via the action [Claiming a token from ], which may be performed multiple times in a turn but not on the same Station." { Comment: Removing the wart spotted by Jon. } -------------------------------------------------------------------------------- Proposal 295 - In the Event of Fire... [Other, Multiple] 1. Escalator Fires (Enactment) Fires may occur at Stations and be spotted by Players. Such an alert leads to the closure of escalators within the Station. A Player may only spot a fire if e has passed through the Station at which the fire occurs during eir Move, or if eir Move finishes at it, or if eir Move finishes adjacent to it. The fire is spotted by playing the Action [Fire At ] The effect of such an alert on a Station is that: - the Station is Blocked for one turn (that is for one round of Moves, in the same way as a standard Block) whilst the Lines are cleared. - the Station may not be used for Line changes for the remainder of the Game - Escalator Links (as defined in Rule 1.5.3) from or to the Station may not be used for the remainder of the Game. { Comment: Note that the Player is *spotting* the fire, not starting it. Starting a fire would be bad, and we wouldn't want to encourage it, now would we? It's also worth noting here that there is nothing in the Rules to forbid changing lines at Stations shared by a line but which are not Interchanges (such as Farringdon). I'd like a rule to say that such a line change can't be made except at the start of a Move, but I've run out of Proposals for now and such a thing wouldn't sit well with this lot. } 2. Raise the Alarm Promptly (Amendment) Add entries to Rule 1.4.1 as follows: "Spotting an escalator fire at a non-Interchange Station | -2 Red Spotting an escalator fire at an Interchange | -4 Red" { Comment: Obviously we want to discourage false alarms, and Interchanges take longer to evacuate so the Player has to keep the alarm raised for more time. No, I don't believe that either. I nearly included something about dropping time-delayed fire bombs but, apart from that being rather too similar to the existing Suspect Package rule, I felt that carried unhealthy connotations of fire raising. } -------------------------------------------------------------------------------- Proposal 296 - High Velocity Bullet/Foot Interaction [Repeal] Repeal Rule 1.1.6 (Official Positions). { Comment: It was a stupid half-baked idea, with statistics which are difficult to calculate and titles which are uninteresting. I wish I'd never thought of it. } --------------------------------------------------------------------------------