----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Forty-Two ----------------------------------------------------------------------------- Proposal 607 - Terminal Velocity [Amendment] The entire text of Rule 2.2.1 to be removed and replaced with: "If, at the start of eir Turn before any other Player Actions a Player has an LV of 10 or more, and e does not (and is not forced to by any other Rule) reduce it below 10 before eir Move, then all Terminus Stations on the Line e is on are considered Valid Moves provided that reaching them would not involve a change of Line Direction (this option is in addition to the standard Moves available through eir natural LV-dependent Piece Movement and any Special Moves available.) If e chooses to excercise this option and is more than [n] stations from that Terminus, where [n] is eir LV after adjustment, eir LV is immediately set to 0 after eir Move." The Rule itself is also te be renamed to "Terminal Velocity". [Comments: somebody has recently commented that the Chalk Farm "terminus wild" rule is too strong, so I'm basically putting in a condition that LV has to be an unadjusted 10 before this option can be excercised, and removing the bit about being able to move to any of the termini of the lines if one is resting at an interchange. The bit about not reducing LV before the move refers mostly to having eaten something the previous move. Of course, if the station could be reached by normal play (i.e. by a move legal in the vanilla ruleset), then the LV reduction does not apply.] ----------------------------------------------------------------------------- Proposal 608 - Chateau d'Eau [Comments: This is the first MC game on a non-London tube network... the Paris Metro. It is set up under the "Turin '57" rule 2.7.1.] Mornington Crescent may be played on the Paris Metro. *A map of the Paris metro can be found at: http://www.paris.org/metro/gifs/metro.map.jpg *Goal: Chateau d'Eau *Bank: Hotel De Ville *Loop: Miromesnil *Circle Line Equivalent: formed by two lines, Lines 2 and 6 between Nation and Charles-De-Gaulle Etoile (not counting the part of Line 6 west of CdG-E.) *River: The Seine *The following Rule is to be added: "A player may cross the River when the Bridges are Up by playing a [Swimming] Pre-Move Action. This acts in every way like the [Walking] action, and the Token costs and time taken are the same, with the addition that all Papery or Edible Possessions held by that Player must be discarded." {Comments: This is to prevent people becoming permanently trapped at "Cite", which is the only station on an island. If they are desperate enough to move immedately, they'll swim... vital if, say, a Parcel or Flag is being carried.} *Line Codes: The number of the Line (Line 1's line code is 1, for instance.) *Finsbury Option rules applied to this allow all RER stations on the Metro map to be included in the playing board, and Players may move along the RER lines with Line Codes of A, B, C and D: the last station on an RER line before it goes off the map is considered a Terminus for the purpose of gaining Terminus Hats, choosing Home Stations and moving or being Shunted along that line. *Overground Station substitutes: Any station with a connection to the RER suburban lines (which are drawn substantially thicker on the map, and point to destinations off the map.) *Station classifications are as on the London Underground, but translated into French ("Nord", "Sud", "Est", "Ouest" = North, South, East, West = Compass Stations: "Parc" and "Vert" = Parks and Greens (and "Jardin" makes up Gardens to complete Verdant stations): "Maison", "Ville" or "Cite" are Populated: "Rue" or "Boulevard" (Bd.) = A to Z: all with "Saint" (St), "Croix" or "Eglise" are Holy. Terminus, Interchange and Overground connections are all obvious on the map. *Due to the fact that there are far fewer Park or Green stations on the Paris Metro, any and all of the standard rules about Parks and Greens Cascades do not apply. An alternative of a Streets and Roads Cascade ("Rue" and "Boulevard") replaces these rules and applies instead, being terminated by a move to a "Place" station. *Zone and Current/Charge regulations do not apply, and all players shall gain 1 Bronze Token for playing any move other than "Pass" or "Farkle" (or, of course, "Timeout".) ----------------------------------------------------------------------------- Proposal 609 - Amendments to "Capture the Flag" (Amendment) Amend Rule 2.8.5 to read: If a Player of one team drops a Flag of another team at Mornington Crescent, then: (1) the Team whose Flag is placed on MC (and all its Players) shall be removed from the game: (2) all other Flags currently carried by that Team are dropped on the stations where the flag-carrying Players were situated: (3) all other Tokens and Possessions belonging to the team's Players are discarded. (4) In addition, the Player who performed the drop shall gain 2 Gold Tokens and the other Players in eir Team shall gain 1 Gold Token each, and that Team's Flag shall return to the Team's Home Station from wherever it is. (Mornington Crescent must still be Opened successfully, normally with the standard cost of 3 Gold Tokens, if a Player moves there to drop the Flag. It should be noted that Flags, like Players, cannot be Shunted to Mornington Crescent.) When all but one of the teams have been eliminated by this method, the remaining team is declared the Winners. Simply moving to Mornington Crescent does not in itself give victory: only by removing all the other teams from the game in this way can a team be declared victorious. [Comments: This brings back the actual connection between MC and winning - something that is currently lacking in the Flag game.] ----------------------------------------------------------------------------- Proposal 610 - Day of Action [Multiple] { Comment: The mission for this Proposal is simple: put all Actions in one table. A secondary mission is to describe Token *effects* rather than just Token costs. Things get complicated after that. The reason for doing this is primarily ease of navigation. I appeciate that this approach is going to produce one mega-Rule, but as the number of Actions has increased it has become harder and harder to find those which are little-used (particularly if one is not sure which phase the Action happens in). I just think one very large Rule is easier to navigate= around than several only slightly smaller Rules. } [Amendment: Action Man] Amend Rule 1.7.2 (Pre-Move Actions) as follows: - rename the Rule to "Actions" - add a column "Phase", marking all Actions currently in the table as "Pre" - incorporate all Actions described in Rule 1.7.15 (Post-Move Actions) into the table with a Phase of "Post" - incorporate all Actions described in Rule 1.7.16 (Neutral Actions) into the table with a Phase of "Neut" - add a column "Gain" and include within all Token effects rather than just costs. [Amendment: Laying the Table] Amend Rule 1.7.1 (Action Types) such that its last two paragraphs read thus:= "The following section lists the available Actions according to these classifications. A duration is only specified where it varies from the standard value defined in the Rule "Carol Vorderman's Revenge". "The "Cost" column of each Table shows the cost or requirements of that Manoeuvre - typically an amount of Tokens. Where no cost is specified, that Action is free. The "Gain" column shows the benefit to the Actioning Player of playing that Action in terms of Tokens gained." [Repeal: Last Post] Repeal Rule 1.7.15 (Post-Move Actions) [Repeal: No More Neutrality] Repeal Rule 1.7.16 (Neutral Actions) [Amendment: Reasonable Doubt] Amend Rule 2.7.6 (Zone Doubt) such that its final bullet point reads thus: " * Rule 1.7.2 (Actions) gives the cost for Tithing a Zone, supplying a formula its calculation. This formula should be adjusted (eg 8 - (2 x Zone)) [End of Day of Action] { Comment: So there we have it - fewer changes than I'd expected I must say. } ----------------------------------------------------------------------------- Proposal 611 - Cashing In [Amendment] Add an entry to the appropriate Action Table for the Neutral Action [Cashing In Hats] described in Rule 1.4.6. { Comment: must have just dropped out in one of the reorgs. } ----------------------------------------------------------------------------- Proposal 612 - The more Targets the merrier! For simplicity, the rest of this Rule refers to the Player or Object affected by the Action as the Target and the Player performing the Action as the Actor. Any Action which requires the Actor to be at the same Station as a Target may be Proxied. This is done by adding the text '(Proxied)' into the text of the Action. This addition of text does not change the validity of the Action - thus, a '[Spooning (Proxy)]' Action is as valid as the equivalent '[Spooning ]' Action. Proxying an Action allows the Target to be adjacent to the Station occupied by the Actor. It specifically changes the location of the Target so that the Target is no longer allowed to be at the same Station as the Actor for the Proxied Action. Proxying an Action costs one Green Token and one Blue Token. An Action Proxied in this way may be also Extended in the appropriate manner, and the Green and Blue Tokens thus paid are considered part of the original Action's cost when calculating the cost of an Extension. ----------------------------------------------------------------------------- Proposal 613 - Safety Dance Reword the last paragraph from Rule 1.4.6 (You Can Leave Your Hat On) to: Any player may perform the Action "[Knocking Hat off ]"; if the specified Player is carrying a Hat of the specified type and the specified Player is adjacent to or in the same location as the Player performing the Action, the specified Hat is destroyed and removed from the specified Player's Luggage. {IMHO the [Knocking] action has been far too powerful - there is no other action which you can do to a specific player for one red token which does not require you to be adjacent to them. If everyone plays a Hands on Hat action then the Knocking action is meaningless, and you're reduced to shunting them to remove hats. This way, most of the time you don't have to play a Hands on Head action unless you're specifically worried about someone Knocking you. For the paranoid amongst us, this might not mean too much, but I think this brings the Knocking action into line with the rest of the ruleset.} ----------------------------------------------------------------------------- Proposal 614 - Extend in Need If there is no rule called "Extending Attacks", then this Rule revokes itself. Change the last paragraph of the "Extending Attacks" Rule to read: Call the number of Stations between the Actor and the Target 'N' divided by three (rounding down), including the Target Station but not the Actor's Station. Let M be the sum of all the whole numbers between 1 and N. The cost of the Extension is M multiples of the cost of the original Action. Thus, a shunt Extended by three stations costs 1 extra Red Token for the Extension, and attaching a Freem Clamp to a Player six stations away means that the Extension costs 3 Red and 3 Green tokens. The Extension cost is added to the original Action's cost when playing the Action. The Target must be on the same line as the Actor, and the Line Segment between the Target and the Actor must not include any change in Line Direction. ----------------------------------------------------------------------------- Proposal 615 - "Thank You For Not Smoking or Summoning Satan In the Church" [Amendment] Replace the second paragraph of Rule 1.4.24 ("The Podume of Infinite Darkness") with: "If there is no PoID in play, any Player may perform the Action of [Forging PoID] to bring the PoID into play, in eir Possession, provided that e is not located at a Holy Station." {Comments: This is to prevent a tricky loophole in the fourth paragraph: "If a Player carrying the Podume of Infinite Darkness ends any Turn at a Holy Station, the Podume is destroyed." By this wording, a Player could move to a Holy Station, Forge the PoID, drop it, and then charge-tunnel away. Since e doesn't end the turn at a Holy Station, the PoID is not destroyed, and it remains there with no way to destroy it, since the station it rests at is Blocked. In fact, one could argue that the Player could remain at the Holy Station - since they've dropped it, the PoID isn't in their possession at the end of the Turn, and thus isn't destroyed. } ----------------------------------------------------------------------------- Proposal 616 - Going Downhill Fast [Action] { Reimplementation of the Slippery Slope, as promised - becoming an = optional LV increase when leaving a High or Hill. } ------------------------------------------------------------------------ Action Rule Duration Cost ------------------------------------------------------------------------ [Freewheeling] 1.7.x ------------------------------------------------------------------------ A Player may perform the pre-Move Action of "[Freewheeling]" if eir Piece is situated at a High or Hill Station. Upon performing this Action, eir Line Velocity is increased by one. If a Rule entitled "The Slippery Slope" exists, repeal it. Either way, remove this paragraph from the ruleset after Enactment. ----------------------------------------------------------------------------- Proposal 617 - The Midas Clamp [Action] { Clamps have, for some reason, inspired me lately. One thing that seems to have been lost from the things is their ability to be potentially useful, though (Spoon's old Token-doubling effect having been, as far as I remember, removed a long time ago), so here's something that can be just as beneficial as crippling. I don't think it leaves too much room for loopholes or game-shutdowns... } ------------------------------------------------------------------------ Action Rule Duration Cost ------------------------------------------------------------------------ [Midasing ] 1.7.x -2 Gr -2 Bu [Midas Cure] 1.7.x ------------------------------------------------------------------------ A Player may perform the post-Move Action of "[Midasing ]", where is either the Actioning Player, or a Player with a Piece adjacent to the Actioning Player's Piece position. A Midased Player gains a "Midas Clamp" Possession. Midas Clamps are Indestructable Possessions. Whenever a Player carrying a Midas Clamp gains a Token, that Token immediately becomes a Gold Token. If a Player carrying a Midas Clamp Shunts a Token Stack, all Tokens in that Stack are replaced with Gold Tokens. If a Player is carrying a Midas Clamp, e may not perform any Actions which require the expenditure of Gold Tokens. A Player may destroy a single Midas Clamp in eir possession by performing the neutral Action of "[Midas Cure]" whilst at Bank. This Action may not be performed if the Actioning Player gained a Midas Clamp earlier in the Turn. ----------------------------------------------------------------------------- Proposal 618 - Sling Your Hook [Amendment] { The Terminus Slingshot Action in the Ruttsborough Ruleset is, as has been commented, somewhat badly worded; the concept of it is also a touch ridiculous, to my eyes - that as well as being able to make a powerful cross-board Piece Move in *addition* to your normal Move, which *ignores* all Blocks and impediments, you also get a Silver Token for it. I mean, what? To make it more Ruttsborough, I've changed it to a "pay a Black to set your LV to fifteen, if at a Terminus" thing. Far more in-theme than teleportation, I think you'll agree... Oh, and since there's no comfortable way to fit Special Ruleset Actions into any sort of list, the Action description is to be placed in the rule itself, traditional formatting being used for the sake of clarity. } Reword Rule 2.4.4 (Terminus Slingshot) to:- ------------------------------------------------------------------------ Action Rule Duration Cost ------------------------------------------------------------------------ [Terminus Slingshot] 2.4.4 -1 Bk ------------------------------------------------------------------------ A Player may perform the neutral Action of "[Terminus Slingshot]" if eir Piece rests at a Terminus Station. Upon performing this Action, eir Line Velocity is set to fifteen. ----------------------------------------------------------------------------- Proposal 619 - Find the Map [Rewrite] In Rule 1.17.1 (The Underground Map) replace the existing (and long obsolete) Innotts URL with "http://members.xoom.com/mornomic/map.html". { Tsk. However did that manage to stay there for so long? } ----------------------------------------------------------------------------- Proposal 620 - What's My Line? [Rewrite] Remove the last paragraph of Rule 1.17.4 (Line Code). { It says nothing which isn't stated elsewhere in the ruleset. } -----------------------------------------------------------------------------