----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Two ----------------------------------------------------------------------------- Proposal 686 - Special Rulesets Renumbering [Multiple] - Add the following text to rule 0.2.10: "Special Rulesets are divided into three types: (1) Variants, (2) MC on non-Underground networks and (3) Other Games to be played on an MC board." - The current contents of Part 2 of the Ruleset ("Special Rulesets") are to undergo an extensive renumbering, being divided into - Part 2 "Variants" Part 3 "Turin '57: MC on other transport networks" Part 4 "Other Games". - Each Part of the Ruleset is to have a single defining Section, numbered "0.0", "1.0", "2.0", "3.0" and "4.0" respectively, defining what is common to all of the entries in that Section: the actual special rulesets contained within should begin their numbering at 2.1.1, 3.1.1 and 4.1.1 etc. {Comment: giving the number of 0 so it goes before all other rulings on the subject.} Any future additional Special Rulesets are to be appended on the end of the correct part of the Ruleset: for instance the "Czech Variant" chess-type one and the "Spot the Ostrich" game, if their Proposals pass, should be added to Part 4. And Ole's Copenhagen variant, should it ever be passed and introduced, should be added to the end of Part 3 in the next Section there. The amendments and renumberings run as follows: *Part 0, Section 0.0: Nomic Mechanics. *Rule 0.0.0: Moving the Goalposts This part of the Ruleset details how Proposals may be made to affect the Ruleset itself, and related issues. *Part 1, Section 1.0: Mornington Crescent. *Rule 1.0.0: Mornington Crescent. This is the "Standard" or "Vanilla" Ruleset for Mornington Nomic. It is the basic ruleset for the game, and the basis for all other Variants and Special Rulesets. *Ruleset Part 2, Section 2.0: Variants. *Rule 2.0.0: Definition of Normality - Each Variant defines the differences between it and the Standard MN Ruleset. All Rules of the Standard Ruleset are assumed to apply unless declared otherwise. {Comment: Renumbered from 2.1.1, slight rewording.} Then the Variants start in the following order: Section 2.1 - The Long Game. {Comment: giving it its rightful place at the top of the list of variants.} (Renumbered from Section 2.5, otherwise unchanged.) Section 2.2 - Chalk Farm '84. Section 2.3 - Finsbury Option. Section 2.4 - Ruttsborough '58. Section 2.5 - Spherical Projection. (Renumbered from 2.12) Section 2.6 - Team Play. Section 2.7 - Tournament Play. (Renumbered from 2.9) Section 2.8 - San Francisco 1849. (Renumbered from 2.10) Section 2.9 - Paranomasia. (Renumbered from 2.11) All the other Special Rulesets are to be moved to the new Parts 3 and 4 of the Ruleset, and in some cases reworded. In the case of those which were formerly included in Section 2.7, extensive rewording is to take place as the Section is expanded into a collection of several Sections each split into Rules, *Ruleset Part 3, Section 3.0: "Mornington Crescent on other transport networks". *Rule 3.0.0 - Turin '57 Convention Mornington Crescent may be played on other transport networks than the London Underground. Each "Turin '57" network must be defined in the following way: (a) The transport network to be used. (b) The Internet URL of a map of that network. (c) All substitute map entities, Game States and special rules for that particular network. In the case of (c) above, the following must be defined: (1) Goal - the victory station, equivalent to Mornington Crescent. (2) Loop - a permanent Loop Trap station, equivalent to Dollis Hill. (3) Bank - an equivalent to Bank station on the Underground. In the above three cases, any rules from the Vanilla Ruleset which apply to these stations apply to the given alternatives instead. (4) Lines, and Line Codes for all the Lines. *Rule 3.0.1: Line and Station changes. The following may also be defined, should a suitable equivalent exist on the map of the alternative network: (1) A Circle Line equivalent: any fully closed loop which is made by lines on the map. If none is defined, Rules 1.8.5 (Circle Line States) and Rule 1.7.4 (Open the Cutlery Drawer, Mrs Higgins) are ignored, and any Actions and Possessions defined therein do not exist in this ruleset, and any rules relating to "Quadrant 0" are ignored. If a Circle Line equivalent is defined, the area inside is taken to be Quadrant 0, and the area outside may or may not be divided into further Quadrants: see (4) below. {Comment: Quadrant 0 depends on the Circle Line rather than the Meridian, so I've decided to keep this in the Special Rulesets.} (2) A river, equivalent to the River Thames: if there is no river or other body of water on the Map which is crossed by any of the Lines, then Rule 1.8.3 (Bridges) is ignored, as is rule 2.2.2 (You Can't Swim) in the event of a Chalk Farm '84 game being played on the network (should sufficient features of the network be defined to permit this.) {Comment: Again, a little addition which would be necessary if CF84 was ever played in a riverless game.} (3) A Meridian (which may or may not be a Station.) If this exists, Quadrants are superimposed on the Map in the same way as they are on the London Underground (with the exception of rules about Quadrant 0, which relate to the Circle Line.) If there is no Meridian at all, then all Rules relating to Charge are ignored, and no Quadrants exist in the Game (with the exception of Quadrant 0 inside the Circle Line equivalent, if that is defined: the area outside this is considered to be Quadrant 1 for the purpose of placing used Tokens.) If there is a Meridian which is not a Station, or if there is no Meridian at all, then an alternative Station must be defined as a Station where Narg Clamps may be removed: otherwise, any and all Rules about Narg do not exist in the Game. {Comment: otherwise Narg is impossible to get rid of. Also, keeping the idea of Quadrant 0 as a Circle-defined thing and allowing the placement of used Tokens on the board - as yet undefined in Quadrantless games.} (4) Station Categories. Equivalents must be supplied, if available, for all categories of Station named in Rule 1.17.6. This may be a simple translation (e.g "Nord" = "North" on a French map) or a substitute category. Terminus, Interchange and Co-Situated stations are obvious enough on the map. Certain features of the Vanilla Ruleset which depend on Station categories do not exist in the game if an equivalent to that Station category cannot be defined. - If no Holy Station exists in the game, then Rules 1.4.24 (The Podume of Infinite Darkness), 1.7.29 (Collection Plate) and 1.11.5 (Sanctuary) are ignored, and any Actions and Possessions defined therein do not exist. If there are no Holy Stations (as defined by the Vanilla Ruleset or by a simple translation of the words which make a Station Holy), no equivalent may be specified. {Comment: It doesn't make sense claiming Sanctuary at a Terminus just because no Stations are Holy under the technical definition...} - If it is not possible to find an equivalent for all five types of station at which Hats may be purchased (A-Z, British Rail, Compass, Terminus, Verdant) and no substitute category can be used, then Hats and any Rules and Actions relating to them do not exist in the game, apart from Silly Hats (and Hard Hats, should any Construction Lines be present.) {Comment: otherwise there is no point in Hats, if you can't cash in all five.} - "British Rail" shall be considered to be replaced by the local inter-urban transport network. If there are no connections between the nominated map and the local inter-urban network, then another station category must be found to house the Emporium (Rule 1.4.18), allow the player to remove Velocity Bombs (Rule 1.7.43) and purchase an equivalent to the BR Hat (if Hats exist): and Rule 1.7.9 is ignored. - If there are not a sufficient number of Park, Green and other Plant Stations on the map, either (a) an alternative Cascade to the Parks and Greens Cascade must be defined, or (b) no Cascade exists, and Rule 1.8.2 (Parks and Greens Cascade) is ignored for the duration of the Game. {Comment: See Chateau d'Eau for the reason why.} - High and Hill stations are ignored, and the [Freewheeling] Action does not exist in the game, if there are no defined by containing the strings "High" or "Hill" or a direct translation of either term. No equivalent may be specified which is not a direct translation. *Rule 3.0.2: Zone, Quadrant and Other Miscellaneous Changes - If there is neither Meridian or Circle Line, then (instead of the Rule about placing used Tokens in a different Quadrant) Tokens which are used to perform Actions may not be placed on any Station which the Actioning Player would be capable of reaching with a Standard Move at maximum LV on eir next Turn. {Comment: this allows the placing of used Tokens on the board, and keeps the principle that they should be in a different region from the Player who played them.} If no Zones are defined on the Map, then all Rules relating to Zones, Zone Passes and Tithes are ignored, and Players shall gain a single Bronze Token for any Turn which is not a Passed Turn. If Zones are defined, then definitions for the Zones to be used must be supplied for those Rules which relate to Zones. In particular, the cost of Tithes and Zone Passes may be adjusted accordingly with the number of Zones. Manoeuvres and Gambits on the London Underground do not apply to any Turin '57 game, unless Stations with the exact same names are present on the Map. Other Manoeuvres may be defined in the standard ways (either by definition during a Game or by acceptance as a Proposal), each specific to the corresponding network, and should be listed in the corresponding Ruleset. Manoeuvres which rely on specific Quadrants or Zones, rather than Stations, do not apply unless defined separately in the particular Ruleset: Manoeuvres which rely on specific Station Categories are valid provided that the exact categories are present on the new Map (a replacement category will not do, unless it is a simple translation.) {Comment: A bit of a clearup needed there. This might do it.} Section 3.1: Chateau d'Eau: Paris Metro Guidebook. *Rule 3.1.1: Chateau d'Eau Mornington Crescent may be played on the Paris Metro. Map: http://www.paris.org/metro/gifs/metro.map.jpg Goal: Chateau d'Eau Bank: Hotel De Ville Loop Trap: Miromesnil Line Codes: The number of each Line is considered to be its Line Code. Circle Line Equivalent: formed by two lines, Lines 2 and 6,only on the Line Segments between Nation and Charles-De-Gaulle Etoile. River: The Seine Meridian: None. Narg Clamps may be removed at "Cite". Quadrants: "Quadrant 0" inside the Circle, "Quadrant 1" outside. A player on the Quadrant boundary must place used Tokens in a position that e could not reach with a Standard Move at 10 LV. Zones: none defined. *Rule 3.1.2: Swimming 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. *Rule 3.1.3: RER et l'Option de Finsbury The RER lines on the Map are considered the equivalent of British Rail lines, and any Metro stations they come into contact with are considered equivalent to British Rail stations for the purposes of housing Emporia and purchasing Hats. Finsbury Option rules applied to Chateau d'Eau 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: for those RER lines that point off the map, the last station before it goes off the map is considered a Terminus in all ways. *Rule 3.1.4: Station Classifications 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 the list of Verdant stations. "Tuileries" is considered Verdant. {Comment: because it's a very famous garden.} "Maison", "Ville" or "Cite" are Populated. "Rue" or "Boulevard" (Bd.) = A to Z. "Saint" (St), "Croix" or "Eglise" are Holy Stations. Terminus, Interchange and suburban British Rail equivalent (RER) connections are all obvious on the map. *Rule 3.1.5: Cascade des Rues et Boulevards. Due to the fact that there are far fewer Park or Green stations on the Paris Metro than on the London Underground, 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. *Section 3.2: We're Bound for Botany Bay (not quite): Sydney Guidebook. *Rule 3.2.1: Macdonaldtown Mornington Crescent may be played on the transport network of Sydney. Map: http://people.enternet.com.au/~cbrnbill/maps/sydney.htm Goal: Macdonaldtown Bank: Town Hall Loop Trap: Rooty Hill Line Codes: SR: Southern Line (green) WR: Western Line (yellow) NR: Northern Line (red) IR: Illawarra Line (blue) BR: Bankstown Line (brown) CR: Cumberland Line (purple) MR: Monorail (while) LR: Light Rail (light blue) TZ: Taronga Zoo Ferry (blue) MF: Manly Ferry (light blue) WF: Watson's Bay Ferry (green) PF: Paramatta-Meadowbank Ferry (yellow) DF: Darling Harbour Ferry (purple) NF: Mosman-Neutral Bay Ferry (red) HF: Hunter's Hill Ferry (brown) Circle Line equivalent: none {Comment: just pointing this out.} River Thames equivalent: Sydney Harbour. Ferry stops which share a name with a rail station (e.g. Milson's Point) are considered Interchanges between the rail and ferry lines. Meridian: Central Station. This is considered to be in none of the four Quadrants. {Comment: either that or all four, and having it in no quadrant has a historical precedent - MN before the invention of Quadrant 0. Zones: none defined. Emporium Shops: Interchanges (as there is no inter-urban railway link mentioned on the Map.) Station classifications: As on the London Underground. Interchange Hats are claimable instead of British Rail Hats, and the "Visiting" and "Late Arrival" Actions do not exist. *Rule 3.2.2: Sydney Gambits All London Underground Manoeuvres are valid on the Sydney transport system, provided that stations of identical names exist. The Trellis Roundhouse Gambit is legal, provided that none of the Stations used are within 6 Stations of the Meridian (by the shortest possible route.) {Comment: to make its implementation similar to the current implementation, given that there is no Quadrant 0 to keep the moves apart in this game.} The following Manoeuvres also exist: The City Tourist (2 red, 4 blue, 3 green): Exhibition Centre -> Museum -> Circular Quay The PaulWay Arrival Gambit (1 black, 1 red, 1 green, 1 blue, 1 bronze, 1 silver): Hornsby -> Central -> Stanmore The Olympic Tourist (1 Gold, 1 Silver, 1 Bronze): Central -> Olympic Park -> Taronga Zoo The Danger Man Attack (6 Red, 4 Blue, 1 Silver): King's Cross -> Redfern -> Mount Druitt *Section 3.3: Brighton & Hove Guidebook *Rule 3.3.1: Oh We Do Like To Be Beside The Seaside Mornington Crescent may be played on the Brighton & Hove bus transport system. Map URL: http://members.xoom.com/asabove/metro.gif Goal : The Crescent (49) Bank : Bingo Hall (1) Loop : Lark Hill (5) Circle Line Equivalent : Formed by two lines - Line 5 and Line 7, the Line Segments between George Street and Churchill Square only. River : None Line Codes : 1, 5, 7, 25, 49 Meridian: The median point of the Map. Zones : None Quadrants : 1-4, marked on Map; no Quadrant Zero despite the presence of a Circle Line. {Comment: As the original Proposer of the variant intended: e stated that there was no Quadrant Zero, so I'm holding to that.} *Rule 3.3.2: Special Rules - Stations may be referred to as "Stops". - Map abbreviations such as "Rd" and "Gdns" should be read unabbreviated. - Holy Hats take the place of Compass Hats. - A Shop Stop is one with the string "Shop", "Asda", "Co-op", "C&A", "Sainsburys", "Somerfield", "Texaco" or "Waitrose" in its name. - In Rule 1.4.18 (The Emporium), "British Rail Station" should be read as "Shop Stop", although "Edible" Possessions may be bought at Refectory. "British Rail Coffee" becomes "Styrofoam-Flavoured Coffee". - Certain loops of track may only be traversed in one direction, as indicated by arrows around that loop. Moves which involve traversing any Line Sections in the wrong direction are Invalid. - Certain Stops may only be accessed in one direction, as indicated by an arrow directly next to the Stop. If a Move ends at such a Stop having entered from the wrong direction, or begins at such a Stop and leaves in the wrong direction, it is Invalid. - Where a Stop is "not served Sundays", it is treated as Closed all day Sunday. - Hardwick Road counts as a Terminus Stop. A Move which passes through Hardwick Road is Invalid. - "Palace Pier" is a Stop with a Line Code of "N/A", connected to no other Stops. It may be Walked to from Sea Life Centre (just as Sea Life Centre may be walked to from Palace Pier), but only during Peak Hours. - A Player may perform the ten-minute neutral Action of "[Playing Fruit Machines]", provided that eir Piece is situated at Palace Pier during Peak Hours. This Action costs one Bronze Token. After submitting eir GSD, the Actioning Player should roll a six-sided die to determine eir prize - this prize should be added to that Player's Token balance by the next Player to take eir Turn. If the next Player takes eir Turn before the die result arrives in the Lounge, no prize is given. Prize: 1-2 = Nothing, 3 = 1 Silver, 4 = 1 Gold, 5 = 3 Silvers, 6 = 2 Golds. *Ruleset Part 4, Section 4.0: Other Games. *Rule 4.0.0: Non-MC Games Other games than MC may be played on the London Underground (or equivalent network.) The games in this Section are defined as being non-MC games: therefore, there is no Goal Station, no Action of [Opening MC], moves to Mornington Crescent do not win the Game, and Mornington Crescent Station is considered to be (1) open all the time, and (2) a normal Station like any other. The victory conditions in each game shall be defined in the Special Ruleset pertaining to that game. Other rules of the game of Mornington Crescent apply as normal unless contradicted by a Rule in this Ruleset. *Section 4.1: Capture the Flag *Rule 4.1.1: Capture the Flag "Capture the Flag" is a team game: therefore all rules of the "Team Play" Special Ruleset also apply to this game. Specific exceptions to this are that the number of Players in each team must be agreed on before the first move of the Game is played, and that the minimum number of Players in a team is one (in which case the game is an individual game rather than a team game). For each Team in the Game there shall exist a Flag, which is considered Indestructable, and may not be given to another Player on the same Team by means of the [Giving to ] Action. A Flag may be in the possession of a Player (in eir Luggage Rack), or may rest at a Station (as if it were a Token Stack.) Either way, its presence is noted as "Flag (T)" where (T) is a letter or set of letters that are clearly and unambiguously an abbreviation of the colour of the Team who owns it. {Comment: what about a Black team and a Blue team in the same game? Both abbreviate to B...} A Flag may be Shunted as if it were a Token Stack or a Player. *Rule 4.1.2: An Englishman's Home... In addition to the normal conditions, no Station in Zones 5, 6 or 7 may be a Home Station. There is only one Home Station for each entire Team, chosen by the first member of that Team to declare Home: this is known as the Team HQ. All Players on that Team may, and must, declare that Station as their Home Station in their first non-Passed Turn. *Rule 4.1.3: Capturing and Dropping If a Player has passed through or moved to a Station containing a Flag during eir Turn, e may perform the Action "[Collecting Flag (T)]" to place the Flag of the specified Team in eir Luggage. If a Player is carrying a Flag, e may perform the post-Move Action of "[Flag (T) on ]" to place the Flag of the specified Team at a Station, where "" is any Station which the Actioning Player's Piece has passed through this Turn, or started or ended its Move at. A Player carrying a Flag in eir Luggage at the start of eir Turn may not make any Special Moves, or play any Post-Move Actions that alter eir Piece position. *Rule 4.1.4a: Winning - The Easy Way. Either this Rule, or Rule 4.1.4b, but not both, may apply to the game (at the Speaker's discretion, to be announced at the start of the game.) If, at the end of a Player's turn, a Flag belonging to one Team rests at the Team HQ of another Team, the Team whose HQ is involved is declared the Winners. *Rule 4.1.4b: Winning - The Hard Way. Either this Rule, or Rule 4.1.4a, but not both, may apply to the game (at the Speaker's discrection, to be announced at the start of the Game.) If, at the end of any Player's turn, the Flag of one Team rests at the HQ of another Team, then the Flag in question is removed from the game, as are all Pieces, Tokens and Possessions of the Team which has lost its Flag (with the exception of any Flags carried by Players on that Team: these are placed on the HQs of the Teams they belong to): and parentheses are put around the names of the Players to indicate that they may take no further part in the Game. When there is only one Flag remaining in the Game, its Team is declared the Winners. ----------------------------------------------------------------------------- Proposal 687 - Actions Against Other Players [Multiple] *Rename Section 1.10 to " Actions that target other Players" *Rule 1.10.0: Target Practice This Section concerns Actions played by one Player that affect another Player directly. Any Action which targets another Player in this manner may be performed only (1) if the Actioning Player shares a Station and Line with the Target Player at the end of the Actioning Player's Move, and (2) as the first Post-Move Action (thus, only one may be performed per Turn), unless explicitly specified otherwise in the Rule defining that Action. {Comment: Oh dear, another of my explanatory "Rule 0" ideas... more to come} *Add this Rule to the Ruttsborough Ruleset: "Rule 1.10.0 does not apply: actions that target other Players may be performed at any time in the Post-Move phase of the Turn." Rule 1.10.3: amend the first sentence to "If, after eir Move, a Player shares a Station and Line with another Player, e may perform the Action of [Dead-End Shunting to ], where is a Terminus which is less than stations away, where is the Actioning Player's LV." {Comment: a semantic change mostly, but a Dead-End Shunt should IMHO only be able to happen if the shunt causes the player to crash into the Terminus with some force - i.e. if the Terminus is *less* than the maximum Shunting distance away: otherwise, the Piece comes to a stop exactly at the platform (i.e. a standard Shunt) rather than crashing into a dead end.} Renumber the Rules about Spanging (1.7.35), Shadowing (1.7.25), Velocity Bombs (1.7.43), and the Clamps (Spoon (1.7.4), Narg (1.4.27), Knid (not sure), Green (1.7.44)and Freem (1.4.26)) to be in Section 1.10. Also the rule about Knerdling (not sure of the Rule number), which should be with the Clamps. The Action Table must be adjusted accordingly to reflect references to the new Rule numbers. ----------------------------------------------------------------------------- Proposal 688 - Consider Yourself Toffed [Enactment] A Player who shares a Station and Line with another Player at the end of eir Move may perform the Action "Toffing ": the target Player gains a Toff Clamp immediately. A Toff Clamp is an Indestructable Possession. A player carrying a Toff Clamp may not make any Standard Move that does not leave em closer to the Station at which e commenced eir Turn on the Turn immediately prior to being Toffed. A Toff Clamp may be removed by use of the [De-Toffing] Action, provided the Player is situated at the Station at which e commenced eir Turn on the Turn prior to receiving the Toff Clamp. New Action: Toffing (20-minute Post-Move, cost -2 Red and -1 Green) New Possession: Toff Clamp (Indestructable) New Action: De-Toffing (10-minute Post-Move, -1 Black) {Comment: This can be merely annoying or disastrous - it might be used just to deny a Manoeuvre by forcing a backtrack, or it might be used against someone who has just Wilded from Amersham to Morden with the Bridges up... Should be fun. Toffing is defined in the EM a "an attacking block which leaves the person in the same place but facing in the other direction" - hence it forces the Player back where e came from. Note that the movement does not have to be direct... a roundabout route is possible. This is intentional.} ----------------------------------------------------------------------------- Proposal 689 - Garbage [Multiple] Reword Rule 1.7.39 (Ecofriendly) to:- A Player may perform the Neutral Action of "[Recycling ]" to recycle something in their possession - "Thing" may be a single Token, or a non-Indestructable Possession. If a single Token is Recycled, the Actioning Player gains one Green Token. If a Possession listed in Rule 1.4.18 (The Emporium) is Recycled, the Actioning Player gains Green Tokens equal to half the Bronze Token value of the Possession (rounded down). Recycling is considered a Token Exchange Action, unless a Possession is being Recycled. And adjust the relevant Action to read:- ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Recycling ] Neut 1.7.39 5 Varies Varies ------------------------------------------------------------------------ ----------------------------------------------------------------------------- Proposal 690 - Magno-Clamps [Action] ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Magno-Clamping ] Neut 1.7.x -1 Gr [Attracting] Neut 1.7.x Varies [Magno-Gone] Neut 1.7.x ------------------------------------------------------------------------ A Player may perform the Action of "[Magno-Clamping ]", where is a Player who shares a Station and Line with the Actioning Player. A Magno-Clamped Player gains a "Magno-Clamp" Possession. Magno-Clamps are Indestructable Possessions. If a Player is carrying a Magno Clamp, e attracts Metallic Tokens from eir surroundings; e may perform the neutral Action of "[Attracting]" to exert this ability - upon performing the Action, e may take one Metallic Token from each Player or Token Stack which is less than three Stations away from eir Piece. However, a Player carrying a Magno Clamp will find it hard to let go of any Metallic Tokens e has - if a Player is carrying a Magno Clamp, e may not perform any Actions which involve the expenditure of Metallic Tokens, may not Drop or Hoard Metallic Tokens, and Metallic Tokens may not be taken from eir Possession by other Players. If a Player carrying a Magno Clamp plays a Move which involves passing through or leaving a Station occupied by another Player carrying a Magno Clamp, that Move is Invalid. A Player may destroy a single Magno Clamp which e is carrying, by performing the Action of "[Magno-Gone]". Upon performing this Action, the Actioning Player loses four Metallic Tokens of eir choice, if e has any. ----------------------------------------------------------------------------- Proposal 691 - Time Passes... [Action] ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Waiting] Neut 1.7.x Varies ------------------------------------------------------------------------ A Player may perform the Action of "[Waiting]" to spend part of their Turn merely watching time pass - the duration of this Action can be any period the Actioning Player wishes, between five minutes and one day. { Comments : Without this, there is reasonable incentive to perform all manner of superfluous Actions just to fill out the rest of your allotted hour, if you're keen to get Game Time to a certain point by the end of your Turn. Not, I feel, a good thing. } ----------------------------------------------------------------------------- Proposal 692 - A Special Need [Multiple] { As raised on the mailing list - something that firmly establishes the idea of a "Special Move", making Wilding and similar Actions much easier to keep track of, and Move Validity rather simpler. } 1. The Soul of Wit [Amendment] Move the last paragraph of Rule 1.5.0 (Valid Moves) to Rule 1.5.1 (Keep the Piece), and reword Rule 1.5.0 to:- "The following Moves are possible in the Game of Mornington Crescent: * The name of any Station on the Map * The word "Pass" * The word "Timeout" All Moves are Valid by default, unless a Rule or combination of Rules declares them to be Invalid. A Move of "Pass" or "Timeout", however, is *always* Valid. Certain events permit Players to make Special Moves to a given destination - these Moves do not pass through Stations, but may still be made Invalid by other Rules. In addition, a Player's LV is reduced to zero after making a Special Move. (When a Rule says that something 'permits a Special Move', this means that it permits the current Player to make a Special Move during the current Turn.)" 2. Getting There [Enactment, as 1.6.2] When a Player makes a Move to a Station, that Station must be at a distance of 'x' Stations, where 'x' is eir Line Velocity - if it is closer or further, e cannot get there at that speed, and such a Move is Invalid. When making a Special Move, however, an incorrect Line Velocity will not make a Move Invalid. 3. Golly [Amendment] In Rule 1.4.16 (Playing with Food), replace the Marmalade Sandwich's special effect with:- When a Player performs the Action "[Eating Marmalade Sandwich]", a Special Move to Paddington is permitted. 4. Right of Way [Amendment] Reword the first paragraph of Rule 1.7.10 (Walk the Walk) to:- A Player may perform the pre-Move Action of "[Walking]" to permit a Special Move to any Station within Walking Distance. 5. Strile, Friend, Strile [Amendment] Reword Rule 1.7.12 (Basic Striles) to:- If a Player's Line Velocity is six or more, e may perform a Strile via the pre-Move Action of "[Striling]"; this permits em to make a Special Move to any Strilable Station. A Station is said to be Strilable if it has a Token Stack, and if that Token Stack is identical to the Stack at the Player's current Piece location. 6. Stubthumper [Amendment] Reword Rule 1.7.33 (Stubbery) to:- If a Player owns the Ticket Stub for the Station eir Piece is situated at, e may perform the pre-Move Action "[Stub Link]" - this permits em to make a Special Move to any other Station which e has a Ticket Stub for. 7. Of Borneo [Amendment] Reword the second paragraph of Rule 1.11.1 (Born to be Wild) to:- A Player may perform the Action of "[Wild]" to permit a Special Move to any Wild Station. 8. Paintball's Going Home [Amendment] Reword Rule 1.12.4 (Going Home) to:- A Player may performs the pre-Move Action of "[Home]" or "[Home: ]"; both of these permit a Special Move to eir Home Station. 9. Mustn't... Repeal... [Amendment] Reword Rule 2.2.1 (Terminal Velocity) to:- 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, e may make a Special Move to any Terminus which e shares a Line with, provided that reaching it 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). 10. Just Drop Me At The End Of The Road [Amendment] Reword Rule 2.3.2 (Home Isn't Where The Start Is)) to:- When a Player performs the "[Home:]" Action, it permits a Special Move to any Station which shares a Quadrant and Line with that Player's Home Station. { MC exception no longer required, since you can't Special Move to a Closed Station. } 11. Whose Line Is It Anyway? [Amendment] In Rule 1.5.11 (Changing Line), replace "A Piece Move that involves a change of Line" with "A non-Special Move that involves a change of Line". 12. Loose Ends [Amendments] To the start of Rules 1.8.1 and 1.8.6, add the paragraph "This Rule is closed for repair - the following paragraphs should be treated as if they do not appear in the ruleset. This paragraph will remove itself from the Ruleset at the end of Week Four, at which point Kevan will lose ten Kudos." { I'd rather just close off the Loops rather than attempt to bring them in Line, and having the Proposal fail for doing it in an unpopular way; I'll be proposing fixes either for this Week or next. There's a bit of a stick there to encourage me to get around to it. } ----------------------------------------------------------------------------- Proposal 693 - But No Taxi [Action] ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Huffing ] Post 1.4.27 ------------------------------------------------------------------------ A Player may perform the Action of "[Huffing ]", where is a Player who shares a Station and Line with the Actioning Player. This Action may only be performed as the first Action of a Player's Post-Move Action Phase. Upon performing this Action, the Actioning Player may select any number between zero and 'x' (where 'x' is equal to eir LV, plus the LV of the Huffed Player) - both the Actioning and Huffed Player's LVs are then set to this value. -----------------------------------------------------------------------------