-------------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Year Two, Week Four -------------------------------------------------------------------------------- Proposal 361 - Lose the Loss Adjustment [Amendment] Remove the following sentence from Rule 1.8.2 (Parks and Greens Cascade):- "If a Player terminates a Cascade e regains all Tokens e lost during that Cascade." { Comments: I'm not sure we've ever, ever used this clause. And the logistics of keeping track of all lost Tokens for the duration of a Cascade (since it doesn't say "lost *directly because of* the Cascade", which was perhaps the intention) is particularly scary. Axed rather than carved, because you're never going to lose more than one or two Blue Tokens anyway, really, and it'd just be another thing to keep track of. } -------------------------------------------------------------------------------- Proposal 362 - Out-of-Town Hypermarket [Other, Multiple] 1. The Emporium [Enactment] Any Player may purchase the following Possessions, at the following costs, by playing the ten-minute neutral Action of "[Purchasing ]" at any Overground Station, where "" is the Possession being purchased. Dispensable Possessions may be purchased at any Station. When buying a "Zone * Pass", the asterisk should be replaced with a single digit of the purchasing Player's choice, between one and six. Railcard discounts do not apply to Possessions which cost less than three Bronze Tokens. +---------------------+------+---------------------------------+ | Possession | Cost | Qualities | +---------------------+------+---------------------------------+ | British Rail Coffee | 3 Br | | | Chocolate Bar | 1 Br | Small, Edible, Dispensable | | Harmonica | 2 Br | Small, Musical | | Lukewarm Burger | 4 Br | Edible | | Marmalade Sandwich | 2 Br | Edible | | Money Belt | 5 Br | | | Overpriced Baguette | 5 Br | Edible | | Railcard | 6 Br | Small, Papery | | 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 | +---------------------+------+---------------------------------+ Remove "Harmonica" if Proposal 360 did not pass. Remove this paragraph from the Ruleset upon enactment. 2. Bulldoze the Corner Shops [Repeals] Repeal Rule 1.4.13 (Black Belt in No-Kan-Du), Rule 1.4.14 (A Dimension of Sight and Sound). Remove the first paragraph and table of Rule 1.4.16 (Playing with Food). Remove the first paragraph of Rule 1.4.5 (Railcard). Remove all "[Purchasing <...>]" Actions and replace them with a single "[Purchasing ]" Action, referencing this Rule. -------------------------------------------------------------------------------- Proposal 363 - Salisbury Plain [Other, Multiple] 1. Manoeuvres in the Spotlight [Amendment] In Rule 1.18.1 (Manoeuvres in the Dark), replace:- "A Player may declare eir last three valid moves as a Manoeuvre, provided that none of the last three moves is a Pass, or a Forced Pass." with:- "A Player may declare eir last three valid Moves as a Manoeuvre, provided that each of those three Moves was to a different Station." { Comments: I'd considered a boring "continual Homing, alloting a few Golds and a handful of everything to the Manoeuvre" scam, but thought it better to just fix it. Three different ones rather than two - an "A/B/A/B/A/B" one is just as bad once it gets going... } 2. Manoeuvres in the Limelight [Amendment] Add the following Manoeuvres to the list in Rule 1.18.2 (Gambits And Their Costs):- 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 { Comments: We could use a few more; probably better to Propose interesting ones than rely on people to waste Tokens to perform them. } 3. Manoeuvres in the Security Light [Amendment] Add the following paragraph to Rule 1.18.3 (Manoeuvres in the Light):- "For each Station in the Gambit which is another Player's Home Station, the performing Player gains 2 Silver Tokens." { Comments: Just so that it's not too unfair if some of the Stations end up as Homes. 2 Silvers seemed an averagely fair payback - a Gold might be too unfair if only Bronzes were paid to pass through, and Bronzes too little if a Gold was lost. } -------------------------------------------------------------------------------- Proposal 364 - Unnamed [Amendment] I therefore propose to add the following Amendment to Rule 1.4.16: *Rule 1.4.16 (Amendment) To be inserted at the end, after the descriptions of each of the Victuals: "A player may perform the 20-minute Pre-Move Action of [Eating ] at the start of eir Turn, and gain a number of LV points equal to the cost of the Victual in Bronze Tokens (again, up to the maximum of 10.) On eir next Turn, bevore making eir next Move, e must decrease eir LV by the same amount, or to zero if e cannot do so, in which case eir move must be a Pass. In both cases, the increase and decrease are applied after, and in addition to, the standard LV adjustment for the Turn." -------------------------------------------------------------------------------- Proposal 365 - Flattening out [Repeal] Repeal 1.6.2 (The Slippery Slope) Remove any extraneous Sloping references that may be tucked away. {Comments: Very little effect on the game and a bugger to 'do' properly} ------------------------------------------------------------------------- Proposal 366 - Royal Mail Parcel Force [Amendment] In the last paragraph of rule 1.4.7 (The Suspect Package), change: Any Player may play the action : [Detonating Package]. To read: Any Player may play the action : [Detonating Package], where station is the name of the station a Package lies at. Then, change: If this action is played, all Token Stacks within a 2-station radius (ie, 2 stations and less) of the Suspect Package are removed from the game, and any Player within a 2-station radius of the Suspect Package must sacrifice any two tokens e owns. The Suspect Package is removed from that game. To read: If this action is played, all Token Stacks within a 2-station radius (ie, 2 stations and less) of the specified Suspect Package are removed from that game, and any Player within a 2-station radius of this Suspect Package must sacrifice any two tokens e owns. The Suspect Package is removed from that game. {Comment: Just clears up that potentially-awful ambiguity} ------------------------------------------------------------------------- Proposal 367 - Proposal: Kudos with a Capital K [enactment] After each week's voting results have been tabulated and Kudos scores worked out, the Player with the highest score is awarded one Plastic Token of a colour of eir choice, which e may add to the GSD of the Game e is currently taking part in at the start of eir next Turn, detailing eir choice of Tokens in the comments for eir Turn. If e is currently taking part in more than one game, e may choose which game e receives the token in. If e is not currently taking part in any game, the award is forfeit. {Comment: it's all very well having the most Kudos, but there is currently no reward for this, other than the obvious sense of satisfaction and smugness. This is a suggested token (no pun intended) reward. Suggest this becomes Rule 0.9.4 if passed.} ------------------------------------------------------------------------- Proposal 368 - Fish and Fowl [enactment] Each nomic week, on completion of voting, the speaker may give out discretionary bonus Kudos awards for Proposals, as specified by this Rule. Each award may be made no more than once per nomic week, though if the Speaker feels that no Proposal deserves a particular award in any given nomic week, e may decline to award it that week. No single proposal may receive more than one award, though a single Player may receive multiple awards for different proposals. The award counts towards the Kudos score for that nomic week of the Player who made the Proposal. The Speaker may not give emself any awards. However, each week the Speaker shall receive the 'For E's a Jolly Good Fellow' award, a bonus +3 Kudos points, for doing a grand job. The awards are as follows: * Monstrous Big -- awarded to Proposals that are particularly ambitious in scope and scale. Each vote For this Proposal shall score 2 Kudos for the Proposer instead of the usual 1. * Doubleplusgood -- awarded to Proposals that are particularly clear and concise. The Proposal need not be short, but its wording must be particularly clear and unambiguious. The Proposer shall receive a bonus +3 Kudos points. * Eagle-eyes Action Man -- awarded to Proposals that make particularly pertinent or perspicacious amendments to the ruleset, e.g. fixing a loophole or a broken rule. If the Proposal does so in some style, all the better. The proposer shall receive a bonus +3 Kudos points. * The Mother-in-Law -- awarded to Proposals that are particularly entertaining, amusing or just plain daft; Proposals that add to the fun of playing Mornington Nomic. The Proposer shall receive a bonus +4 Kudos points. {Comment: some extra incentive to get proposing. Sorry the names for the awards are so naff, I couldn't think of anything better. This could probably become Rule 0.9.5.} ------------------------------------------------------------------------- Proposal 369 - Come on you Puces! [other, multiple] {Comment: This started as a basic 'let there be team games' proposal, but I got thinking about it, and one thing led to another... I want to suggest that a new section in the Ruleset be created to accommodate the following rules, if enacted, but I'm not sure how to couch that in a Proposal. I could have just proposed the following as one giant enactment, but I want to allow for potential future development of the individual elements (the idea being that these are just the basic building blocks, plus a few extra ideas) which could end up getting very messy if lumped in together, as I have observed happening to other rules which started off small and are now huge and complicated. I'll leave it to Kevan's discretion, but if this passes I'd like to suggest that parts 1-3 go in a subset of Basic Team Rules, 4-6 in a subset of Special Team Rules, and 7 in a subset of Team Actions, with low numbers in that subset kept aside for rules similar to 1.7.2 etc. which can be created later as necessary. I think I've incorporated most of the essential basics in this proposal, everything needed to get a team game under way. Now it's up to everyone to vote this in and start thinking up more special team rules.} 1. Team Games [enactment] When the Speaker announces that e is starting a new game, e may declare that it shall be a team game. Team Games require a minimum 5 players, including the Drone, before play may commence. The number of teams shall be the number of Players divided by 3, rounded down to the nearest integer unless that means there are fewer than 2 teams, in which case there shall be 2 teams. Once play has commenced, the number of teams may not be altered. 2. Team Rules [enactment] Team Games shall be regulated by the Mornington Crescent section of the Ruleset unless they are explicitly contradicted by a Rule in the Team Rules Section of the Ruleset, in which case the latter shall take precedence. 3. Team Colours and Players [enactment] Each Team shall be known by its colour, allocated by the Speaker. The valid colours for teams are: Black, Blue, Brown, Chartreuse, Green, Grey, Hint of a tint of lilac, Maroon, Navy, Orange, Puce, Purple, Red, Sky-blue Pink, Yellow {Comment: see Proposal 24 from Week 3} The Speaker shall decide which players play on which teams entirely at eir whim. The Speaker's decision is final. Each Player's team shall be noted in brackets by eir name in the table in the Game State Document. The number of players in each team shall be divided up as fairly as possible. Any Players joining a game in progress shall be allocated a team by the Speaker. A Player may take part in no more than one current team game, although e may concurrently take part in a team game and a non-team game. 4. D'ya wanna be in my gang? [enactment] The Drone's team is deemed to be that of the current Drone Keeper. If the Drone has no keeper, e has no team. 5. No leg-ups [enactment] Players may not give tokens directly to another player on the same team. 6. Mi Casa e Su Casa [enactment] {Comment: I was going to call this 'Rights of Passage' but that's an inexcusably terrible pun} 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. 7. What's mine is yours [enactment, action] Action: Gift Cost: none Duration: 10 minutes Type: Post-Move Players may gift a possession to another Player by performing the action "Giving to " where is a small possession they currently own and is another Player on the same team. Attempting to gift a possession not currently owned is illegal. {Comment: the idea behind this is the thought that the burgeoning possessions element of play might turn out to be very useful in team games. I think this Rule may later need to be adapted to disallow things like passing zone passes between team-mates, but I'll leave that for future proposals, assuming this passes.} -------------------------------------------------------------------------