------------------------------------------------------------------------------ MORNINGTON NOMIC Proposals for Voting on in Year Two, Week Twenty-Three ------------------------------------------------------------------------------ Proposal 508 - So They All Manoeuvred Over and One Fell Out [Multiple] 1. Someone turn on the light! [Repeal] Repeal Rule 1.18.1 - Manoeuvres in the Dark { Comments: It all seems a bit silly to have to spend a whole load of tokens to declare a gambit when you can really just propose to add one instead. Most people aren't going to get enough tokens in a short game to want to waste them on the declaring action. This way, we can vote on the proposed new gambit to make sure it's fair in reward. } 2. Price List, Sir? [Amendment] Amend the first paragraph of Rule 1.18.2 (Gambits And Their Costs) to read:- Below is a list of all legal Manoeuvres, consisting of their names, the station attributes used to perform them, and the cost of the completed gambit. Costs of tokens are recorded in positive numbers only. 3. Those Pesky Tourists [Amendment] Add the following Manoeuvre to bottom of the list in Rule 1.18.2 (Gambits And Their Costs):- London Site-seeing (2 Go, 1 Si, 1 Bu) Canary Wharf -> Tower Hill -> Westminster -> Piccadilly Circus -> Hyde Park Corner -> Paddington ------------------------------------------------------------------------------ Proposal 509 - Instrument of the Devil [Multiple] 1. Jekyll and Hyde Park [Enactment] Any player ending eir turn at Hyde Park Corner may perform the Action of [Hyde Transformation] to transform emself into Mr(s) Hyde which will be denoted by an (H) in the Game State Document after eir name. The transformation allows the Player to increase or decrease eir Line Velocity by 5 each turn, instead of the usual 3 and any Actions targeting the transformed Player costing any number of red tokens is increased by 1. The transformed Player may not travel through Holy Stations at any time while the transformation is in effect. The effect is cancelled if the transformed Player ever has enough Gold Tokens to open Mornington Crescent or another Player performs the [Hyde Transformation] Action. There may be only one affected Player at any time. 2. I'm Schizophrenic, and so am I. [Amendment] Add the following action to the list of actions:- ------------------------------------------------------------------------ Action Rule Duration Cost ------------------------------------------------------------------------ [Hyde Transformation] 1.7.x -1 Re, -1 Bk -1 Bu, -1 Br ------------------------------------------------------------------------ ------------------------------------------------------------------------------ Proposal 510 - Handle With Care [Multiple] { Comments : Fixing some sloppy wording in the Parcel and Flag Rules, apropos of Wilding and Homing whilst carrying them. } 1. This Way Up [Amendment] Replace the third paragraph of Rule 1.11.2 (Five-Point Courier) with:- "While a Player is carrying a Parcel, e skips the "Special Moves" section of the Move Validity checks, and may not perform Actions which would alter eir Piece position." 2. Sitting Duck [Amendment] Reword Rule 2.8.6 (Running with Scissors) to:- "While a Player is carrying a Parcel, e skips the "Special Moves" section of the Move Validity checks, and may not perform Actions which would alter eir Piece position." 3. Smallprint [Amendment] Rename Rule 1.11.2 to "Three-Point Courier", since you don't actually get five Golds for it any more. Tsk. ------------------------------------------------------------------------------ Proposal 511 - Where The Air Is Free [Amendment] In Rule 1.4.25 (Release the Pigeons!), replace "Park Station" with "Park Station outside Zone 2". { Comments : Lovely though Hyde Park is, it and a few other Parks are a bit too near to Charing Cross, and render Pigeon release a little too easy. } ------------------------------------------------------------------------------ Proposal 512 - Lose the Force [Multiple] { Comments : This lessens the harshness of Forced Passing; having your LV struck to zero just because you were too busy at work one day is, as Game 9 showed, a bit harsh. If you're too late to submit a Turn, you miss your go, which is perhaps enough - this reworking just keeps LV and whatnot intact, and loses the term "Forced Pass" because it's not really a Pass any more; more a momentary period of Inactivity. } 1. I'm Going To Have To Hurry You [Amendments] Through the Ruleset, replace the string "Forced Pass" with "Timeout". 2. British Rail Would Like To Apologise For The Late Arrival Of... [Amendment] In Rule 1.5.0 (Valid Moves), replace the second bullet point with:- * The word "Timeout" 3. Buck the Pass [Amendment] Remove "or has a Forced Pass played for em" from Rule 1.5.2 (Passing). ------------------------------------------------------------------------------ Proposal 513 - Green and Pleasant Land [Multiple] { Comment: It's been said before, but there aren't enough kinds of tokens. I suspect that previous efforts to increase the choice of tokens have failed because there was no particular reason for the new token types to exist - this Proposal seeks to create a token which is used for declarations and other such play which is neutral at the time. } [Amendment: Green Belt] Amend Rule 1.4.1 (Token Gesture) such that its second paragraph reads thus: "There are seven colours of Token - three Metallic (Gold, Silver and Bronze) and four Plastic (Black, Blue, Green and Red)." Add the following bullet point to the list of Token descriptions: "* Green : Neutral Actions (those which have no immediate effect on any Piece's position, such as declarations)" [Enactment: Ecofriendly] A Player may play the Neutral Action [Recycling] in order to gain a Green Token. This exchanges a pair of matching Plastic Tokens for a single Green Token. [Action: Recycling] Name: Recycling Type: Neutral Text: Recycling Duration: 5 minutes Cost: any two matching Plastic Tokens { Comment: Just seems like a nice way to gain Green Tokens. Note that this wording does not prevent the recycling of Green Tokens into other Green Tokens: it is assumed that Players will have sufficient sense not to. Finally, we need something to do with all those Greens... } [Amendment: Brown Belt] Amend Rule 1.7.15 (Post-Move Actions) such that the following Actions gain an additional cost of 1 Green Token: [Courier Call] [Declaring ____ Gambit/Manoeuvre] [ Wild] ------------------------------------------------------------------------------ Proposal 514 - Charge Card [Multiple] { Comment: Currently, there is only one way to win: collect Gold Tokens. This Proposal aims to introduce an alternative method which requires no token collection, hopefully moving away from the alarming resemblance to Monopoly. WARNING: Do not mistake Mornington Nomic for physical reality!! Real circuits do not work this way! } [Enactment: Current] Every Station on the LU map has a Current value associated with it, this value being directly related to its distance from the Meridian on the map. Current is the radial distance of the Station from the Meridian divided by the radial distance of the most remote Station on the Map expressed as an integer percentage. It is calculated using the formula - Current = int(station_radius / max_radius * 100) ... where 'int' is a function which removes the real part of a number. { Comment: Note that by using a percentage of the furthest point distance there is no need to specify units. All my calculations have been done using pixels on the GIF map, but paper inches, angstroms, or pico light years would do just as well. It should be obvious that calculating these Currents is going to be laborious by hand. Fortunately, I have a database which will do the work and a web page containing the results will be supplied should this Proposal pass. Amersham is the furthest point. } [Enactment: Charge] Each Piece has a Charge, being a signed integer percentage. A Piece's Charge always starts the Game at zero. If Charge exceeds 999% it becomes 999%; if Charge is ever less than -999% ir becomes -999%. Charge is modified by passage along LU network Lines: the Piece's Charge has added to it the difference between the Currents at the start and end Stations using the following formula: new_Charge = old_Charge + end_Station_Current - start_Station_Current For example, Bond Street has a Current of 15. Moving from Tottenham Court Road (which has a Current of zero) to Bond Street would add 15 to the Charge; Moving in the other direction would remove 15 from the Charge. { Comment: that's that defined then. Onto the point of the exercise... } [Amendment: Charge of the Light Brigade] Amend Rule 1.10.1 (A Shunting We Will Go) such that the second paragraph after the bulleted list reads as follows: "When a Shunt has been successfully performed, the Shunted Player's Piece is moved to the specified Station, both Shunter and Shuntee have their Line Velocity reduced to zero, and both Shunter and Shuntee have the same Charge of the mean of the Piece Charges prior to the Shunt." [Enactment: Charge of the Heavy Brigade] A Player may play the Action [Opening MC] for no cost if the Charge of eir Piece matches the Current of Mornington Crescent Station at the point at which eir Piece enters the Station. [Amendment: Cannon To the Left of Them] Amend Rule 1.7.16 (Neutral Actions) by modifying the cost for the Action [Opening MC] as follows: -3 Go if Charge does not match [Enactment: Charged Up] Upon enactment of this Rule, all Pieces in all Games in play will be given a Charge of zero. This Rule will then Repeal itself. { Comment: That'll do for now. There are of course lots of other things we could do with Charge: - debar Pieces with Charge above a certain threshold from crossing a Polarised or electrified Circle - specify that isolated line sections have no Current, and hence do not modify Charge - limit LV for those with very high Charge ... and there's plenty more where that came from. Fundamentally Charge is a counterpart to LV which is under less direct Player control, but which can still produce some interesting effects. } ------------------------------------------------------------------------------ Proposal 515 - Turned Round [Multiple] { Comment: following on from the Station Fire duration debacle, an attempt to restore the original meaning. } [Amendment: Fires Don't Just Go Out, You Know] Amend Rule 1.9.2 (Escalator Fires) such that its second paragraph reads as follows: "If a Fire is spotted at a Station, that Station is Blocked for one round of Moves (that is the Fire Block has the same duration as the Block defined in Rule 1.9.1), and becomes Lightly Damaged." { Comment: the wording of Block is a bit suspect too... } [Amendment: I Always Preferred Plasticine] Amend Rule 1.9.1 (Basic Blocks) such that its last paragraph reads thus: "A Block lasts for one round of Moves - the Station ceases to be Blocked after the Player who played the Block Moves once more (or would have Moved should e be Inactive)." ------------------------------------------------------------------------------