----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Five ----------------------------------------------------------------------------- Proposal 723 - Lost Property -Renumber the Blonking rule (1.7.48) into Section 1.10 -If Proposal 712 passes, amend the final paragraph of that Rule to: "The Blonked Player loses a single Token or Possession, chosen by the Blonking Player: this Token or Possession is put into the Lost&Found box. Tokens may be lost regardless of whether the Player has a Money Belt." -Also add to the Lost&Found rule from Proposal 712 if it passes - when it describes the effects of being "Caught Picking Rags", this should be amended to: "The Player is moved straight to Tower Hill, must play a move of "Pass" with no Actions on eir next Turn, and loses all of eir Possessions: these are placed in the Lost Property Box, any surplus (chosen at random) being discarded." ----------------------------------------------------------------------------- Proposal 724 - All The Pegs In One Basket (Renumbering) -Renumber Rule 1.7.41 (Pegs Tie) into Section 1.11 with a new numbering of 1.11.5. -The existing Rule 1.11.5 (Sanctuary) is itself to be moved to 1.11.7 -and the current Rule 1.7.29 (Collection Plate) is to be deleted and its entire text added to the "Sanctuary" Rule -and the Actions Table to be updated accordingly in all three cases. {Comments: the Pegs ought to be together, and the Holy Station rules can be all in one place - Holy Stations as a category seem to be special enough to warrant this, and in the "Restricted Opening" rule it already explains that Holy Stations aren't open on Sundays unless the correct Action is played.} ----------------------------------------------------------------------------- Proposal 725 - Just Passing Through... -Amend Rule 1.12.3 to the following: During a Player's turn, the Home Stations of all other Players are considered Blocked. A Player may perform the Action of [Toll to ]: the cited Player gains Tokens equal to the cost of the Action, and eir Home Station is then considered to be Closed rather than Blocked for the rest of the Actioning Player's Turn. The Action of [Rent to ] may be performed instead: this works in exactly the same way as above, but the cited Player's Home Station is considered Open instead of Blocked or Closed. -In the Action Tables, amend the cost of the Toll action to 4 Bronze and add a [Rent to ] Action with a cost of 8 Bronze. {Comment: It ought to cost more to actually land on the station than to merely pass through... hence the "Toll" leaves it closed, but trains can pass through, and the "Rent" leaves the home open to the honoured guest to land in and stay until eir next turn.} ----------------------------------------------------------------------------- Proposal 726 - *PECK!* (Spot the Ostrich Ruleset) -Add the following to Rule 4.3.2: If the Ostrich ever shares a Station and Line with another Player, the Ostrich may play the Action of "[Pecking ]". The Player is immediately moved to a Wild Station in another Quadrant, eir LV is reduced to zero, and the Player holding the Ostrich Stick may take one Token or Possession from the Pecked Player. Only the Ostrich may Peck, and no Rule preventing aggressive Actions or expenditure of Tokens (red or otherwise)may prevent a Peck. Action (to be added to the table in 4.3.2): [Pecking ] Post-Move, cost 2 Red. ----------------------------------------------------------------------------- Proposal 727 - Token claiming and dropping... -Remove "started eir move at" from the list of Stations at which a Token may be claimed or dropped in Rules 1.14.3 and 1.14.4 -Remove the "or adjacent Quadrant" from Rule 1.4.19: it should now read "it cannot be in the same Quadrant as the Player's final location." {Comments: (1) - this would otherwise allow players to collect two tokens from a Stack in one visit, one upon arrival and the other upon leaving. (2) the current implementation is broken: what happens if the player is in Quadrant 0 where all other Quadrants are adjacent? Then, under the current rules, the Token cannot be dropped anywhere... I can see why it was changed from the implementation that I am to proposing to change it back to, and I have a suspicion that that change predates Quadrant 0. But with Quadrant 0 in existence, it doesn't work.} ----------------------------------------------------------------------------- Proposal 728 - Pachisi Crescent The &&&-delimited is a Proposal for a Variant. It could be argued that it belongs in Section 4, Other Games, but since MC is the goal, I have put it in Section 2, Variants. &&& /------------------------------------------------------------------------------\ SECTION 2.x - Pachisi Crescent \------------------------------------------------------------------------------/ Rule 2.x.1 - The Game Each Player has four Pieces, numbered 1 to 4. All Pieces begin the game in an off-Map pool of Pieces. Each Player may Move one of eir Pieces in eir Turn (if e is at all able to Move one of eir Pieces). The first Player to Move all eir Pieces to Mornington Crescent wins the game. Rule 2.x.2 - Moves A Piece can only move to Mornington Crescent if it has visited the Home Stations of all the Players, beginning and ending with the Piece's own Home Station. A Piece Moving to Mornington Crescent is removed from the game. Rule 2.x.3 - Line Velocity All Pieces belonging to the same Player have the same LV. Rule 2.x.4 - Actions The Action "[Opening MC]" costs 1 Bronze Token. The Action "[Toll to ]" is free. The Action "[Home]" is only legal if the performing Piece is in the off-Map pool. Rule 2.x.4.1 - Knuff of it! ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Knuffing ] Neut ----- 20 ------------------------------------------------------------------------ If a Piece shares a Station and Line with another Piece, e may perform the Neutral Action of Knuffing. Thus: Rushton-1 : Latimer Road (HC) [Knuffing Garden-1] A Piece which has been Knuffed is removed from the Map and placed in the off-Map pool of Pieces. The Knuffed Piece's record of visited Home Stations is deleted. [Knuffing] may not be performed on any Piece owned by the Knuffing Player. [Knuffing] may not be performed on any Piece sharing a Station with another Piece controlled by the same Player. [Knuffing] may not be performed on any Piece occupying a Holy Station, unless performed as a Pre-Move Action. Rule 2.x.5 - States of Play Circle Line is always in its Clockwise State, so the [Circle: ] Actions are void. Rule 2.x.5 - Home Stations Each Player has a Home Station, which is Home Station for all eir Pieces. The Home Station must be one of these: +------------------------+---------------+ | Home Station | Abbreviation | +------------------------+---------------+ | Amersham | Am | | Harrow & Wealdstone | HW | | Stanmore | St | | Edgware | Ed | | High Barnet | HB | | Cockfosters | Co | | Walthamstow Central | WC | | Epping | Ep | | Upminster | Up | | Beckton | Be | | Island Gardens | IG | | New Cross | NC | | Brixton | Br | | Morden | Mo | | Wimbledon | Wi | | Richmond | Ri | | Heathrow Terminal 4 | H4 | | Ealing Broadway | EB | | Uxbridge | Ux | | West Ruislip | WR | +------------------------+---------------+ The list is a loop, where West Ruislip is considered to be just above Amersham. No two Players can have the same Home Station. When performing the [Home: ] Action, the Player shall choose a Home Station at least X Stations away from any already chosen Home Stations, as determined by the list of available Home Stations. X is 7, initially. If no Station is available, X is diminished by 2, and a new attempt is made. Rule 2.x.5.1 - Visiting Home Stations There is a section on the GSD used to note the Home Stations visited by each Piece. {Example: Home Stations: Rushton: New Cross, Garden: Harrow & Wealdstone, Trellis: Walthamstow Central, Cryer: Heathrow Terminal 4 +----------+------------------+--+ | Piece | Visited |MC| +----------+------------------+--+ |Rushton-1 | NC,H4 | | |Rushton-2 | NC,H4,HW,WC,NC | | |Rushton-3 | | | |Rushton-4 | NC,H4 | | |Garden-1 | | | |Garden-2 | HW,WC | | |Garden-3 | HW,WC | | |Garden-4 | HW,WC,NC | | |Trellis-1 | WC,NC,H4,HW,WC |MC| |Trellis-2 | WC,NC,H4 | | |Trellis-3 | WC,NC | | |Trellis-4 | WC,NC | | |Cryer-1 | H4,HW,WC | | |Cryer-2 | H4,HW | | |Cryer-3 | | | |Cryer-4 | | | +----------+------------------+--+ (end of example)} A Piece is said to visit a Home Station if the Station is added to the Piece's list of visited Home Stations. A Home Station is added to the Piece's list of visited Home Stations if the Piece: - begins a Turn there, - ends a Turn there, or - passes through the Station. The Home Stations can only be visited in the order indicated on the list of possible Home Stations, and beginning and ending with the Home Station of the owning Player. No Home Station can be visited more than once (unless the visiting Piece has been Knuffed between the visits). &&& { Speaker's Comment: pachisi is also known as ludo. } ----------------------------------------------------------------------------- Proposal 729 - Yodeling I propose Amending: Rule 1.7.20 - Busking A Player may perform the action 'Busking' provided that Game Time is currently during Peak Hours and - e is carrying a Musical Possession, in which case e may use the instrument, and/or - e is at a Hill Station, in which case e may Yodel. The Player must specify in eir comments which instrument e is using, if any. A Player successfully performing this Action gains a number of Tokens depending on the type of musical instrument used, as follows: * Yodeling - 1 Bronze * Harmonica - 3 Bronze ....[rest of current rule unchanged] ----------------------------------------------------------------------------- Proposal 730 - Size Matters I propose a new rule: Rule 1.4.x - Size Matters Possessions come in four sizes: * Small, * Medium, * Big, and * Too Big. Unless otherwise defined, Possessions are Medium-sized. A Player may carry any amount of Small and Medium-sized Possessions. A Player can carry no more than two Big or Too Big Possessions, including at most one Too Big Possession. A Player carrying a Too Big Possession may not perform any Standard Move. ----------------------------------------------------------------------------- Proposal 731 - Walking In The Night [Amendment] I want to walk in the night! In "Rule 1.13.1 - The Richard Whiteley Experience", replace: Game Time 'skips' the time between 0000 and 0500, and this 'skip' advances the day of the game time by one day. Thus, if Rushton's Turn finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then Garden's Turn ends at Thursday 0520. with Between 0000 and 0500, no trains are running. Therefore, no Standard Moves can be made during this time. ----------------------------------------------------------------------------- Proposal 732 - Lost and Found [Multiple] The ^^^-delimited text is the proposal, named 'Lost & Found'. It consists of two proposed new rules and three insertions in tables. The %%%-delimited text takes care of a couple of potential loose ends. ^^^ Rule 1.7.x - Lost & Found London Transport's Lost Property Office is placed at Paddington. A Player can perform the 30-minute Post-Move Action of [Finding], but only between 0930 and 1400 on Mondays to Fridays. The Player performing the [Finding] Action should roll a single 100-sided die after submitting eir Turn. If the performing Player is at Paddington and the time is between 0930 and 1400 on Mondays to Fridays, e adds 5 to eir roll. The next Player to take eir Turn should look the number rolled up on the table below. The found item is then added to the Luggage Rack or Token Table of the Finding Player. +-------+-----------------+---------------------------------+ | Roll | Item found | Special/Qualities | +-------------------------+---------------------------------+ | 1-44 | Nothing | | | 45-52 | | Accused of Theft # | | 53-54 | Package | Suspect, dropped | | 55 | Velocity Bomb | | | 56 | Zone 1 Pass | * | | 57 | Zone 2 Pass | * | | 58 | Zone 3 Pass | * | | 59-60 | Spectacles | Garment | | 61-62 | Scarf | Garment, Woolen | | 63 | Glove | Garment, Right Hand | | 64-65 | Glove | Garment, Left Hand | | 66 | Gloves | Garment, Pair | | 67 | Money Belt | Empty, Garment* | | 68 | Casiotone | Musical | | 69 | Drum | Musical | | 70 | Guitar | Musical | | 71 | Harmonica | Small, Musical | | 72 | Saxophone | Musical | | 73 | Violin | Musical | | 74 | Piano | Musical, Too Big | | 75 | A-Z Hat | Hat* | | 76 | BR Hat | Hat* | | 77 | Compass Hat | Hat* | | 78 | Terminus Hat | Hat* | | 79 | Verdant Hat | Hat* | | 80 | Hard Hat | Hat* | | 81 | Silly Hat | Hat* | | 82 | Book | Papery | | 83-84 | Newspaper | Yesterday's, Papery | | 85 | Newspaper | Today's, Papery | | 86 | Tokens | 2 Black | | 87 | Tokens | 2 Blue | | 88 | Tokens | 2 Red | | 89 | Tokens | 2 Green | | 90 | Token | 1 Bronze | | 91 | Token | 1 Silver | | 92 | Token | 1 Gold | | >92 | | First item in Lost & Found Box | +-------+-----------------+---------------------------------+ *) If the Player already possesses the found item, nothing is found. #) The Player is immediately moved to Tower Hill and loses one Bronze Token, if e has any. If a Possession is Lost, it is immediately transported to the Lost Property Office. The Actioning Player places the Possession in the Lost & Found Box on the GSD. If there is no room in the box, e must remove one or more of the items already in the box. Those items are Destroyed. The Actioning Player may place items in the Lost & Found Box, if -there is room in the box and -no Lost Possession is waiting to be placed in the box. The Lost & Found Box is conceptually a queue, where items are added in the rear end and removed from the front end. The Lost & Found Box begins empty: +Lost & Found -----------------------------------------------------+ | | +------------------------------------------------------------------+ Rule 1.4.x - Read All About It! A Newspaper is a Papery posession that costs 1 Bronze Token. When a Player purchases a Newspaper, it is 'stamped' with the current game day. This makes it look like "'s Paper" in the Luggage - for instance, an Newspaper purchased at 11:30 on a Thursday would look like "Thursday's Paper". Newspapers that have the same stamp as the current game day are said to be Today's, and Newspapers that have a different day are said to be Yesterday's. While a Player owns Today's Paper, e pays nothing to perform the [Walking] Action. While a Player owns Yesterday's Paper, e pays nothing to perform the [Walking] Action, but automatically discards the Paper upon performing that Action. ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Finding] Post x.x.x 30 -2 Br varies +---------------------+------+---------------------------------+ | Possession | Cost | Qualities | +---------------------+------+---------------------------------+ | Newspaper | 1 Br | Papery, Today's | | Piano | 9 Br | Musical, Too Big! | +---------------------+------+---------------------------------+ [as bottom item] * Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green %%% Special issues: If the 'Garment' category is not defined, it shall be deleted in the table. If the Money Belt is no more, it shall be deleted in the table, and the roll of 23 shall produce a pair of gloves (thus changing the roll of 22 to be 22-23). %%% ^^^ ----------------------------------------------------------------------------- Proposal 733 - And you run and you run to catch up to the sun... (Amendment) Rewrite Rule 1.13.3 (Carol Vorderman's Revenge) to: {The main new bit - variable length moves} The duration of a Player's Piece Normal movement is calculated by adding all relevant times from the following table, rounded up to the nearest five minutes: +--------------------------------------------------+----------+ | Movement of Piece | Duration | +--------------------------------------------------+----------+ | Moving through three stations or less | 10 mins | | Moving through four, five or six stations | 15 mins | | Moving through seven or eight stations | 20 mins | | Moving through nine or more stations | 25 mins | | Every station above ten moved through | +3 mins | | Each change of line | +5 mins | | Crossing the river | +2 mins | | Changing more than two zones | +5 mins | +--------------------------------------------------+----------+ For example, a move from Southfields to Bond Street, changing to the Piccadilly at South Kensington and to the Jubilee at Green Park, would take (25 + 5 + 5 + 2 + 5) rounded = 40 minutes. Special Moves, and other Actions which do not move the Piece sequentially through stations, do not use this table and take only ten minutes. {And now for the more traditional part of the Rule} All Actions have a duration of ten minutes unless otherwise specified. Actions and Piece movement occur in sequence such that the total duration of a Player's Turn is calculated by adding the durations of the individual components. Payment of Token forfeits and receipt of Token bonuses shall be considered instantaneous, that is having no duration. A Move of Pass or Timeout shall similarly have no duration. {And a final fix at the end - I believe Kevan's point about a move being invalid if an Action or Move is done at a time which is illegal (e.g. moving to a station before it's open) is not yet remedied.} If at any point during a Turn the total duration of all performed Moves and Actions exceeds that of the allotted period of Game Time for that Turn, at that point, that Turn shall be considered Illegal. Likewise, each Action or Move takes place at the point of time given by Game Time, and thus is judged for its legality at that point in time of the Turn. ----------------------------------------------------------------------------- Proposal 734 - Time and Motion Sickness [Amendment] Adjust all Actions which have a duration of more than ten minutes - with the sole exception of Busking - to have a duration of ten minutes. { Whether playing a Turn or checking an opponent's, it's a pain having to look up which Actions are twenty minutes and which ten, and it's not even slightly intuitive. Busking seems to be the only exception, in that its copious Token benefit should only be awarded if you're willing to sacrifice most of the rest of your Turn. I can see little need to keep the other long Actions, though. An intentionally over-dramatic solution, I confess, but perhaps the best. I await comment. } ----------------------------------------------------------------------------- Proposal 735 - Heading Them Off At The Pass [Amendment] In the Token Collection Table, replace the Pass reward with:- +----------------------------------------+--------------+ | Playing 'Pass' as eir Move | +2 Red or | | | +2 Black or | | | +1 Blue | +----------------------------------------+--------------+ { The Blue reward has been halved in light of the fact that two Blues can be exchanged for a Gold, and that - Blues being "rarer" - everyone always goes for them unless they've a particular need for Reds or Blacks. This amendment should make it more of a decision. } ....and reword the non-Line-Change reward to:- +----------------------------------------+--------------+ | Playing a non-Pass Move which did not | +1 Black | | involve a change of Line | | +----------------------------------------+--------------+ { Clarifying that you don't get it for a Pass. } And trim all those extraneous "during a Move"s from the table, as well, actually (since the opening paragraph says "during eir Movement phase"). ----------------------------------------------------------------------------- Proposal 736 - Stack 'em High, Watch 'em Rot [Repeal] Repeal Rule 1.14.2 (Stack em High, Sell em Cheap). { A semi-random bit of repealing - the Rule giving prizes for certain arrangements of Tokens has never really been used much, leaves great potential for future abuse (potential which has shied me away from considering proposing any Stack-manipulation Actions), and is all rather too arbitrary to remember or realise very easily. } ----------------------------------------------------------------------------- Proposal 737 - Plastic? Are You Kidding? [Amendment] { Busking for Plastic Tokens seems very strange, and not terribly popular either, if games so far are anything to go by. I suspect Busking would become more strategic if the gathered wealth could exchanged for Golds; here's a Proposal that amends appropriately, along with the ability to use multiple instruments in a - whisper it - slightly realistic fashion... } Reword Rule 1.7.20 (Busking) to:- A Player may perform the Action "[Busking]", provided that e is carrying a Musical Possession and that Game Time is currently during Peak Hours. Upon performing this Action, the Actioning Player gains a number of Bronze Tokens according to the instrument(s) e is using. If the Player has more than one Musical Possession, e may use as many of these as e wishes, so long as the combined instruments do not require the use of more than two hands, two feet and a mouth. +-------------+---------------------+----------+ | Instrument | Body Parts Required | Reward | +-------------+---------------------+----------+ | Drum | One Hand or Foot | 2 Bronze | | Harmonica | Mouth | 3 Bronze | | Casiotone | One Hand | 4 Bronze | | Guitar | Two Hands | 5 Bronze | | Violin | Two Hands | 6 Bronze | | Saxophone | Two Hands and Mouth | 7 Bronze | +-------------+---------------------+----------+ If a Player is carrying a Silly Hat, e gains an additional Bronze Token whenever e Busks. If the "[Wearing]" Action exists, replace "carrying" with "wearing" in the previous paragraph. Remove this paragraph from the ruleset, either way. ----------------------------------------------------------------------------- Proposal 738 - Cunningly Fashioned Out Of Pure Green [Action] { Some overly bizarre nonsense for you. } ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Constructing Generator] Neut 1.7.x -2 Gr -2 Si [Generating Token] Neut 1.7.x -1 Gr Varies ------------------------------------------------------------------------ A Player may perform the Action of "[Constructing Generator]" to put together a Token Generator; upon performing this Action, the Actioning Player gains such a Possession. Token Generators are powered by a single Pigeon, and require a small positive Charge to do their work - namely, converting a Green Token into a Token of any other colour. If a Player is carrying a Token Generator, a Pigeon and has a Charge greater than zero, e may perform the Action "[Generating Token]" to gain a Token of any colour which Tokens can possibly be. Token Generators are rather heavy, however, and if a Player carrying one ever has an LV greater than five, eir LV is immediately reduced to five. -----------------------------------------------------------------------------