------------------------------------------------------------------------------ MORNINGTON NOMIC Proposals for Voting on in Year Two, Week Ten ------------------------------------------------------------------------------ Proposal 423 - Line Velociraptor [Other, Multiple] 1. Line Velocity of an Unladen Swallow [Amendment] Amend Rule 1.6.1 (Line Velocity) to read:- Each Player has a Line Velocity (abbreviated to "LV"), being an integer number between zero and ten, which represents the speed at which eir Piece is moving around the Map. A Player's LV remains unchanged from the end of eir Turn until the start of eir next Turn, unless modified during another Player's Turn. If a Player's LV is ever less than zero, it immediately becomes zero. If it is even more than ten, it immediately becomes ten. { Comments: The zero-LV for Inactivity seemed unfair, especially if a Player nips off for a few days and doesn't actually miss eir Turn. As for prolonged delay - missing Turns is enough of a penalty, I think. It just strikes me as a "something less than intuitive to remember" thing, is all. As for the list of Actions which set LV to zero - these are duplicated in the Action Rules themselves; I think they're best left there, really. } 2. Greg! The Stop Sign!! [Enactment] A Player may perform the pre-Move Action of "[LV+X]" or "[LV-X]", where 'X' is an integer number between one and three, to adjust eir Line Velocity appropriately, or the pre-Move Action of "[LV=0]" to set eir Line Velocity to zero. Only one of these three Actions may be performed by a Player during eir Turn. { Comments: Split into an Accelerating and Decelerating Action, since the current "[LV?X]" looks a bit too odd (and I tend to miss it when trying to search for "[LV+X]"). The one-such-Action-per-Turn prevents the marginally suspect "[LV=0] [LV+X]" combination, which strikes me as a little too powerful (in that you can get to any LV from an LV of 7). } 3. Keeping Two Chevrons Apart [Amendment] Amend Rule 1.5.2 (Passing) to read:- If a Player plays "Pass" as eir Move, or has a Forced Pass played for em, eir Line Velocity is set to zero. Any references to eir "previous Move" should be taken as referring to the last Station e played as eir Move. { Comments: Moving the LV change to here, and mentioning Forced Passes also. } ------------------------------------------------------------------------------ Proposal 424 - Starting Again [Other, Multiple] { Comments: Just tidying up the New Game stuff a bit, as well as permitting Players to take part in multiple Games - I see no reason to stop people playing as many as they wish, if they feel they have the time and enthusiasm for it. } 1. New World Order [Amendment] Reword Rule 1.1.2 (A New Game) to:- The Speaker may, at any time, start a New Game by announcing this fact on the mailing list. This Game shall have a Game Number one higher than the previous new Game. This New Game may be a Normal Game (using only the 1.x Mornington Crescent Rules), or a Special Rules Game (using one or more 2.x Mornington Crescent Rules, in addition to those of the Normal Game). Such a Game type is specified when the Speaker starts that Game. When a new Game begins, the following initial conditions apply to that Game:- * Game Time is randomly selected by the Speaker. * No Stations are Wild. * Bridges are Down. * The Game is not in Knip. * There is no Drone Keeper. * The Drone exists as a Player in that Game. * The Drone is at Mornington Crescent. When a Game has at least three Players (including the Drone), the Order of Play is determined at random by the Speaker and announced to the list. That Game then commences. 2. Border Control [Enactment] Events in one Game may not directly influence the state of other Games, or affect Player details in other Games. All Rule references to Game and Player aspects within Games are taken to refer to aspects within that Game only. 3. Joining In [Enactment] Any Player may apply to Join a specific current Game by mailing the Speaker with eir intention. Unless the Speaker turns down eir application (in which case e must explain eir decision, which may be challenged with an Emergency Proposal), that Player is assigned a place in the Playing Order of the specified Game, and is considered to be Playing from the point at which the Speaker announces eir Joining. When a new Player joins a Game already in progress, eir position in the Playing Order shall be determined by random selection. The Playing Order shall be reflected in the sequence of the Game State Document's Token Table, and may not be amended except by the addition of further new Players and the resignation of old ones. When a Player joins a Game:- * E has no defined Home Station. * E has two Black Tokens, no Blue Tokens, two Red Tokens, two Bronze Tokens, no Silver Tokens and no Gold Tokens. * E is carrying no Possessions. * Eir Line Velocity is zero. * Eir Piece is not situated on the Map. ------------------------------------------------------------------------------ Proposal 425 - Circling Vultures [Other, Multiple] { Comments: Initially just a thing about Electrifying the Circle Line to Block all Stations on it, I decided to combine it with the Clockwise and Anticlockwise stuff (which, upon reading, strikes me as a little odd in its "you can't set it anticlockwise until someone's set it clockwise" aspect). The Pass requirement has been removed to make it a little more usable strategically, and the costs have been altered to reflect the correct attributes of Token colours. } 1. Circle Line States [Enactment] The Circle Line has four possible States - Normal, Clockwise, Anticlockwise and Electrified. These are represented on the GSD by the symbols "<->", "-->", "<--" and "***" respectively. { Comments: +|CIR|+ We could use a little box like that one, on the GSD somewhere. | <-- | In fact, I think having a complete example GSD in an appendix +-----+ somewhere might be a wise step towards coherence. } A Player may play the post-Move Action of "[Circle: ]" to set the State of the Circle Line to any of the above States, provided that eir Piece is situated at a Station which is on the Circle Line. While the Circle Line is in a Clockwise State, a Move which involves traversing any Line Segment of the Circle Line (or a Line Segment which touches the Circle Line) in an Anticlockwise direction shall be considered Invalid. The same applies for traversing such Line Segments in a Clockwise direction while the Circle Line is in an Anticlockwise State. While the Circle Line is in an Electrified State, all Stations on the Circle Line are considered Blocked if the Moving Player is carrying any Metallic Tokens at the start of eir Movement Phase. Line Segments which touch the Circle Line are defined as: * Paddington to Aldgate East (HC) * Edgware Road to Earl's Court (DS) * Tower Hill to Earl's Court (DS) * Baker Street to Aldgate (MN) { Comments: This does provide escape routes along the Jubilee Line Extension and (more controversially) Warren Street to Euston - I'll leave this for possible future Amendment, though. } 2. Circle's Start [Amendment] Add the following condition to the list in Rule 1.1.2 (A New Game):- * The Circle Line is in its Normal State. 3. Circle of Protection: Coherence [Amendment] Upon Enactment of this Rule, the Circle Line in all Games shall be set to the Normal State. This Rule shall then Repeal itself. 4. Reverse the Polarity of the Neutron Flow [Repeals] Repeal Rules 1.7.18 (Swings and Roundabouts) and 1.7.19 (Ever Decreasing Circles). 5. Action Image Exchange [Amendment] Remove the following Move Substitution Actions:- [Inverting the Circle Line] 1.7.19 20 mins -2 Bk -2 Si [Polarising the Circle Line] 1.7.18 20 mins -2 Bk -2 Si Add the following post-Move Actions:- [Circle Line: Normal] 1.7.x 20 mins -2 Bu [Circle Line: Clockwise/Anticlockwise] 1.7.x 20 mins -2 Bu -1 Si [Circle Line: Electrified] 1.7.x 20 mins -2 Re -2 Bu -1 Si { Comment: Black becomes Blue, since Black Tokens are only really meant to be used for Actions which affect none but the Actioning Player. Electrifying costs Reds as well, since this is arguably aggressive. Finally, the Silver cost has been halved, since this seems a little high, particularly now that Blues are required. } ------------------------------------------------------------------------------ Proposal 426 - Boast Ye Not! [Amendment] { Comment: A trivial little amendment to get rid of one thing which has never been used, and something else which isn't appropriate any more. } Amend Rule 1.1.5 (The Boasting Wall) so that its final paragraph reads as follows: "The Boasting Wall shall also include a link to a copy of the final Game State Document submitted to the mailing list, for that Game." { Comment: ... and thus does the Adjusted Kudos score die. Removing a record of Kudos at end of Game is just being tidy - the linkage between Kudos and Game was broken a long time ago. For those who think this seems familiar, I included an amendment to remove the Adjusted Kudos score in my earlier Proposal on removing Kudos entirely, but don't hold that against it. } ------------------------------------------------------------------------------ Proposal 427 - Parallel Play [Other, Multiple] { Comment: Currently, we are limited to only playing in one game at once (with the exception of team games) which basically means that we have all these Special Rulesets lying around and no Players to play them. This Proposal seeks to remove this restriction. Frankly, I'm sure that we can manage being in more than one game at once. } [Amendment: It's Not *That* Complicated!] Amend Rule 1.1.2 (A New Game) by making the first paragraph read thus: "The Speaker may start a New Game by announcing it on the mailing list. The Game shall have a Game Number one higher than the previous new Game." Make the fourth paragraph read thus: "Initially the new Game has only one Player - the Drone. Players may opt to sign up to the Game by announcing this fact on the mailing list." { Comment: there is a slightly troubling singular in paragraph five, but I don't think it's actually wrong. As it stands. } [Amendment: I Just Said That] Amend Rule 1.20.3 (Team Colours and Players) such that its last paragraph reads as follows: "A Player may take part in no more than one current team game." { Comment: no need to explicitly allow participation in team game concurrently with an individual game any more... } ------------------------------------------------------------------------------ Proposal 428 - Taxing Stuff [Other,Multiple] { Comment: This is a reworked (and renamed) version of Croupe. It's called Tithe now. To reiterate, the goal of this Proposal is to replace Septimus Divergence with something which has a similar function but which fits into the current game better. Apart from the name, I've pretty much taken Kevan's suggestions on board unchanged, with the exception that the scope of a Tithe is still on Zones only. I agree that there should be Tithes on Stations and Lines (perhaps even Quadrants?), but adding all that in one go seems a bit much. I've gone for the name Tithe because it conveys the toll-gathering effect of the Action more effectively, and also because I put forward a Pegging Proposal a while back (Prop 84, Y1W9). It was to do with partial blocking of Stations rather than toll-gathering, and it was far too complicated, but I still have this vague unease about reusing a bit of wording in such a completely different way. Anyway - enough of my lexicological peccadilloes... } [Enactment, Action: Tithe] Action: Tithe Cost: 8 - Zone Blues Duration: 20 minutes Type: Neutral Players may Tithe a particular Zone by playing the Action "[Tithe ]" where is a London Underground Zone. The Tithing Player is permitted to gather a Tithe of a single Token from each Token bearing entity within the Tithed Zone at the beginning of eir Turn following that in which the Tithe Action was performed. If the Tithing Player has missed a Turn through Inactivity following the Tithe Action, then the Tithe may not be gathered. Token bearing entities are Player Pieces and Token Stacks. The Tithe for a Player Piece is a Token of the Tithing Player's choice. The Tithe for a Token Stack is its topmost Token. A Player may only Tithe a single Zone at any given time, and each Zone may only be Tithed by a single Player at any given time. { Comment: The costing is intended to make it very expensive to Tithe inner Zones, since they would be by far the most lucrative. I did wonder about a chunkier sliding scale a la Zone Passes, but that could be added later if these costings seem too prohibitive. The wording is intended to prevent Players going Inactive to extend the Tithing duration, then subsequently going Active with a metaphorical cry of "Surprise!". } [Repeal: Diverging Opinions] Repeal Rule 1.7.5 (Septimus Divergence). [Amendment: Collateral Damage] Amend Rule 1.7.15 to remove reference to Septimus Divergence. { Comment: Hmm, that really is much tidier isn't it? } ------------------------------------------------------------------------------