------------------------------------------------------------------------------ MORNINGTON NOMIC Proposals for Voting on in Year Two, Week Twenty-Nine ------------------------------------------------------------------------------ Proposal 545 - Playing the Spoons [Amendment] { Comments : An idle rewording of the Spoon rule, since nobody's ever used it. It just removes the Turn-duration-halving (rather superfluous if you can't perform most Actions), takes away the strange Token-doubling and imposes, as more befitting a Clamp, an LV restriction. } Reword Rule 1.7.4 (Open the Cutlery Drawer, Mrs Higgins) to:- "A Player may perform the Action of "[Spooning ]", where "" is a Player adjacent to the Actioning Player's Piece position. A Spooned Player gains a "Spoon Clamp" Possession. Spoon Clamps are Indestructable Possessions. If a Player is carrying a Spoon Clamp, e may not perform any Action which involves the expenditure of Blue, Red, Silver or Gold Tokens, and if eir LV is ever above four, it becomes four. A Player may destroy a single Spoon Clamp which they are carrying, by performing the Action of "[Unspoon]" whilst at any Station in Quadrant Zero." ------------------------------------------------------------------------------ Proposal 546 - Walk? Don't Walk [Multiple] { Comments : More or less random editing, here - I'm just wondering if we'd be better off without Walking; it seems too much of a wishy- washy escape from Power Failures, and an easy (easily overlooked) way to sneak around between Lines. I'm not vehemently against it, just trying to simplify the Ruleset a bit, trying to tighten the Game to a few powerful elements rather than a collection of get-out-clauses. } 1. A Short Pier [Repeal] Repeal Rule 1.7.10 (Walk the Walk). 2. Don't Walk Away From Me [Amendment] Remove the "Walking" Action from Rule 1.7.3 (Move Substitution Actions). 3. I Haven't The Power [Amendment] Replace the second paragraph and bulleted list of Rule 1.7.8 (Power Failure!) with:- "Moves that start, end or pass through any Stations on a Line that has suffered a Power Failure are Invalid." ------------------------------------------------------------------------------ Proposal 547 - Shadow Boxing [Amendment] To Rule 1.7.25 (The Coming of Shadows), add the paragraph:- "A Player may not Shadow and Shunt a Player during the same Play." { Comments : Being able to Shadow a Player to gain eir LV and a Token, and then to Shunt them with that new LV and claim something *else*... A shade overpowerful and unsporting, I think. } ------------------------------------------------------------------------------ Proposal 548 - Didn't They Used to Make Computers? [Action] A Player must play the Post-Move Action [Atari], if e believes that e can win on eir next Turn. Playing Atari when it is impossible to win on the next Turn is Illegal. There is no requirement to explain how a win might be achieved when playing [Atari], although an explanation may be needed if the Action is challenged. A winning Play shall be deemed Illegal unless the Player has played an Action of [Atari] on the Turn prior to that of eir otherwise winning Play. Name: Atari Type: Post-Move Cost: none Duration: none { Comment: Borrowing an idea from Go (and, to a certain extent, chess) of giving fair warning when something bad is about to happen. Atari would prevent serendipitous victories, but it would also stop stealth victories which (I seem to recall) was an objection to the Charge idea. It might also help to undermine gross misinterpretation of the Rules. Note that there is no cost associated with playing Atari, nor is there any penalty for playing Atari and then not winning. The only penalty is for playing Atari when you cannot, in fact, win. } ------------------------------------------------------------------------------