----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Six ----------------------------------------------------------------------------- Proposal 739 - Radio Control [Multiple] Rule 1.10.x - Radiation A Player possessing a Remote Control may perform the Action of "Radiating ", where is a Player who shares a Station and Line with the Actioning Player, also known as the Controller. The Radiated Player, also known as the Controllee, gains a "Radio Clamp" Indestructable Possession. A Controllee will move parallel to eir Controller each time the Controller Moves or is Shunted, if possible, provided the Remote Control is On. Thus, if Rushton (now at Regent's Park) had Radiated Garden (now at Paddington), and Moved (with the Remote Controll On) Oxford Circus- Bond Street-Green Park-Piccadilly Circus, Garden would be moved Bayswater-Bayswater-Notting Hill Gate-Queensway, not being able to move west from Bayswater. A Controllee may remove a Radio Clamp by playing the "De-Radiating" while sharing a Station and Line with eir Controller. This causes the Remote Control to explode, causing Light Damage to the Station occupied by the Controller, as well as destroying one Token of each colour, belonging to the Controller, if e has any. If a Remote Control is destroyed, except by "De-Radiating", the corresponding Radio Clamp is destroyed, too. Rule 1.4.x - Zzzzzzzzzzap! Electric Possessions are either On or Off, Off being the default. A Player can switch one of eir Electric Possessions On or Off by using the Neutral Action [ On] or [ Off], respectively. If the Circle Line is in an Electrified State, all Electric Possessions are Off. +---------------------+------+---------------------------------+ | Possession | Cost | Qualities | +---------------------+------+---------------------------------+ | Remote Control (Off)| 3 Br | Small, Electric | ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [De-Radiating] Neut 1.10.x -1 Re -1 Bu [Radiating ] Neut 1.10.x -3 Re [ Off] Neut 1.4.x none [ On] Neut 1.4.x none ----------------------------------------------------------------------------- Proposal 740 - A Wether Was Once A Ram [Enactment] Londonian Weather is a strange and unpredictable affair, veering between bright sunshine and heavy snow throughout the Year, sometimes even changing during the course of any given Week. When a Player advances Game Time to or beyond midnight between Sunday and Monday, e should should roll a single six-sided die after submitting eir Turn. The next Player to take eir Turn should look this number up on the table below to establish the weather for the coming week. Cloudless All is well. 1 = Change, 2 = Overcast, 3-4 = Cloudless, 5-6 = Windy Overcast Ominous grey clouds gather slowly overhead, bringing with them the promise of rain. 1-2 = Fog, 3 = Raining, 4 = Overcast, 5-6 = Cloudless Windy Trees sway and leaves flutter as a gentle wind sweeps through the City, rippling waves along the lawn. The LV Adjustment range is LV-2 to LV+4, instead of the usual LV+/-3. 1 = Change, 2-3 = Cloudless, 4-5 = Windy, 6 = Storm Storm Trees topple and bankers fly with their little Umbrellas. The LV Adjustment range is LV-1 to LV+5, instead of the usual LV+/-3. If a Player has any Tokens, e must perform the [ Token on ] Actionduring eir Turn. 1 = Change, 2-3 = Cloudless, 4-6 = Windy Raining The clouds open, and heavy raindrops patter on the lawns, streams of water snaking down the windows of the City. All Pre-Move Actions take 5 minutes more than usual. 1-2 = Fog, 3 = Overcast, 4-5 = Raining, 6 = Snowing Snowing Chill winds blow, and a crisp layer of snow covers the whole City, tiny icicles hanging from the gutters. While it snows, switching Lines at a Co-Situated Station lasts 10 minutes. Shunting causes the Shunting Player to skid along with the Shunted Player, both ending in the same place. 1 = Fog, 2-3 = Raining, 4 = Windy, 5-6 = Snowing Fog You can barely see a hand before you. In Fog, [Ghosting] is Free, while Shunting costs double. Wearing Spectacles causes the effects of Fog to be ignored by the Wearing Player. 1 = Change, 2-3 = Fog, 4 = Windy, 5-6 = Raining Smog Besides your not being able to see a hand before you, Smog will destroy your health. All the effects of Fog apply to Smog as well. An Environmental Tax is levied, so all performed, except [Recycling ], cost one Bronze Token on top of the usual cost. 1-2 = Fog, 3-4 = Raining, 5 = Windy, 6 = Smog Change For the remainder of the week, weather checks are performed each midnight. Apart from this, no change in the pre-existing weather occurs. 1-3 = Cloudless, 4-6 = Windy Weather Conditions are noted in a box on the GSD, e.g. +Weather -----------------+ | Cloudless(Change) | +-------------------------+ [Upon the adoption of this Rule, the weather is defined to be Cloudless.] ----------------------------------------------------------------------------- Proposal 741 - It was thi-i-is big! [Multiple] New Rule 1.7.x - Gone Fishin' A Player may perform the Action "[Fishing]", provided e is at a Water Station and wearing a Fishing Hat. The Player performing the [Fishing] Action should roll a single 10-sided die after submitting eir Turn. 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 caught | Special/Qualities | +-------------------------+---------------------------------+ | 1-4 | Nothing | | | 5 | Boot | Garment, Old Wet | | 6 | Goldfish | Edible, worth 1 Bronze Token | | 7 | Carp | Edible, worth 2 Bronze Tokens | | 8 | Halibut | Edible, worth 3 Bronze Tokens | | 9 | Tuna | Edible, worth 5 Bronze Tokens | | 10 | HMS Belfast | Edible, worth 7 Bronze Tokens | +-------+-----------------+---------------------------------+ New Rule 1.7.x - Following the Wet Footprints A Player may perform the Action "[Backtracking]", provided e is wearing an Old, Wet Boot. If Circle Line is Electrified, no Backtracking is possible. When a Player performs a pre-Move Action of "[Backtracking]", eir LV is set to zero - for the remainder of eir Turn, the Station to which e made eir last Standard Move is a Valid Move, and the Player's Piece is not considered to pass through any Stations. A Player may not adjust eir LV after performing a "[Backtracking]" Action. Amend Rule 1.4.6 - You Can Leave Your Hat On There exist eight categories of Hat: A-Z, British Rail, Compass, Fishing, Terminus, Verdant, Hard, Silly. Hard and Silly Hats may be bought from any Emporium station, Fishing Hats from any Water Station, all other Hats from Stations of the same type (Terminus Hats from a Terminus Station, for example). A Player may perform the Action "[Purchasing Hat ()]" if e is situated at a Station which a Hat of the specified type may be purchased, and if e is not carrying a Hat of that type already. A Player may perform the Action "[Cashing in Hats]" if e is carrying an A to Z, British Rail, Compass, Fishing, Terminus and Verdant Hat; upon performing this Action e loses all of those Hats and gains one Gold and two Silver Tokens. No Player may Purchase a Hat in the same Turn as cashing Hats in. Amend Rule 3.0.1 - Line and Station changes under (4): - If it is not possible to find an equivalent for all six types of station at which Hats may be purchased (A-Z, British Rail, Compass, Fishing, 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.) Insert in Rule 1.17.6 - Station Categories * Water - A Water Station is one with the string "Bridge", "Brook", Ditch", "Embankment", "Harbour", "Island", "Quay", "Shore", "Water" or "Wharf" in its name. Insert in 1.4.x "The Emperor's New Clothes..." Old, Wet Boot - The Player has access to the Action [Backtracking]. Insert in Action Table ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Backtracking] Pre 1.7.x -1 Bk [Fishing] Neut 1.7.x 30 -1 Br ----------------------------------------------------------------------------- Proposal 742 - Don't Bomb the Chinese Embassy! [Amendment] {Comment: As the title suggests, it is important to keep maps up to date... as witnessed by the recent events over Belgrade.} - The official Map for Mornington Nomic should be replaced by the new one at http://www.londontransport.co.uk/image/colormap.pdf - As this Map has the North London and Thameslink connections as well, it is suitable for the Finsbury Option rule, and should be included as part of the Map there. - Remove some of the text of Rule 2.3.1, between "However, these lines are considered to be exempt from all Zone regulations..." and the new Walking Distance connections. - Append the following text to Rule 1.17.4: Any National Railways lines shown on the Map are not considered part of the playing area in the Standard Ruleset. No move which passes along a Line Segment of a National Railways line is valid: and National Railways are not counted towards the number of Lines passing through an Interchange Station, nor are stations where National Railways lines intersect with Underground lines considered Interchanges at all unless there is more than one Underground line passing through that Station. {Comment: Otherwise Willesden Junction, Kentish Town, Custom House etc. all look like Interchanges with nothing to show for it. Of course, the Finsbury Option is easier to understand now...} ----------------------------------------------------------------------------- Proposal 743 - Mindbocklingly... [Action] Add to: Rule 1.7.2 - Actions ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [ Bock] Post 1.7.x -1 Bu, -1 [Un-Bock ] Post 1.7.x -3 Bu -1 [Un-Bock] Post 1.7.x -6 Bu New Rule: Rule 1.7.x - Mindbocklingly... A Player may perform the Post-Move Action "[ Bock]", the Post-Move Action "[Un-Bock ]" or the Post-Move Action "[Un-Bock]", where is a colour of Tokens in the Game. If a "[ Bock]" Action has been performed and no "[Un-Bock ]" or "[Un-Bock]" Action has been performed since, the Game is said to be "In Bock", and each Action has a Token cost of one Token above and beyond the ordinary Token cost, except if: * The Actioning Player is at a Station, which for the purpose of this rule is defined as a Station with the string in its name, or * The Token cost of the Action already includes one or more Tokens, or * The Action performed is [Un-Bock ]" or "[Un-Bock]". The State of Bock is indicated in the Disruptions Box in the GSD, when appropriate. ------ Comment: See 'Bock' in Encyclopaedia Morningtonia. Colours in Stations: * Black : Blackfriars, Blackhorse Road, Blackwall. * Blue : * Green : Bethnal Green, Bounds Green, Golders Green, Green Park, Greenford, Kensal Green, North Greenwich, Parsons Green, Stepney Green, Turnham Green, Willesden Green, Wood Green * Red : Redbridge, Shoreditch(?) * Bronze : * Silver : * Gold : Golders Green, Goldhawk Road ----------------------------------------------------------------------------- Proposal 744 - Stribble me Timbers... [Action] Rule 1.7.x - Stribble me Timbers If a Player, after eir Move, shares a Station and Line with a Token Stack, e may elect to Stribble the Stack. This is achieved by performing the Action of "[Stribble to ]", where "" is the chosen Target Station. This Action may only be performed if the Actioning Player has a Line Velocity greater than four. For a Stribble to be legal, the following criteria must be met:- * There are is a distance of 'p' Stations between the Target Station and the Stribbled Stack's initial location (where 'p' is twice the Actioning Player's Line Velocity). * The Line Code of the Target Station is the same as one of the Lines which serves the Stribbled Stack's initial location. Blocked Stations, closed Lines or any criteria which would normally place the target Station out of reach do not restrict the choice of target Station. When a Stribble has been successfully performed, the top-most Token of the Stribbled Stack is moved to the specified Station, the second Token (if there is any) is moved one Station less (along the same line), and so on. If this placing of Tokens would cause a violation of Rule 1.14.3, any unplaceable Tokens disappear. Upon performing a Stribble, the Stribbler has eir Line Velocity reduced to zero. Insert in: Rule 1.7.2 - Actions ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Stribble to ] Post 1.7.x ----------------------------------------------------------------------------- Proposal 745 - Exchange Commission [Multiple] -Amend the final paragraph of Rule 1.7.21 to read: The Opposite Actions ([Silver to Gold] etc.) may be performed, but at double the exchange rate: thus, 4 Silver Tokens are needed to change into 1 Gold. -Amend the Action table accordingly. {Comment: Removing the focus on Bank, but demanding double the exchange rate instead... after all, when changing one's currency at a bureau de change, they always rip you off.} ----------------------------------------------------------------------------- Proposal 746 - Blue in the face... [Multiple] -Amend Rule 1.7.21 Token Exchange table to give 3 Blue Tokens to one Gold. {Comment: Blues seem to me to be just a bit too hard to come by in quantity at the moment, especially given the vast number of Actions which require Blue Tokens.} -Change the token gain for Passing, in the Token Table to "1 Plastic Token of any colour". {Comment: Yes, I know Blues and Greens are most likely to be chosen, but the player might conceivably be short of Reds or Blacks instead. (For instance, wanting the tenth to get a Bonanza.) Besides, I don't like the idea of a guaranteed 2 tokens for a Pass when one has to be very careful in playing and passing through Interchanges to get 2 tokens as the result of a Move: the reward for a Pass shouldn't IMHO be greater than the reward for an average move (which may well not involve landing on an interchange at all, or necessarily passing through one.) And allowing it to be 1 Green for a Pass simply reflects the fact that the Token could be Recycled into a Green anyway.} ----------------------------------------------------------------------------- Proposal 747 - Stationary Shunts*** [Multiple] If a Player has an LV of zero after eir Movement Phase and shares a Station and Line with another Player, e may play the Action of [Stationary Shunting to ]. The effect of this is as if a standard Shunt had been played with an LV of 1, but with the following differences: -The Actioning Player may not take any Tokens or Possessions from the Target Player. -The Target Player may not, on eir next Turn, play any Action which directly targets the Actioning Player. Action: [Stationary-Shunting to ] Post, 1 Red. {Comment: A way to get rid of a persistent Shadower. Also, the only shunt that is permitted from a Wild...} -Add the following to Rule 1.10.1: A Player may not perform a Shunt if eir LV is at zero (for instance, directly after a Pass or a Special Move.) ----------------------------------------------------------------------------- Proposal 748 - Second Hand Goods... [Multiple] -Add the following text to Rule 1.4.18: A Player may sell any of the above goods ([Selling ]) back to the Emporium at half price (rounding all fractions down) provided e is at a Station where that item may be Purchased. New Action: [Selling ] Neut, +(x/2) Br. ----------------------------------------------------------------------------- Proposal 749 - Reverse The Polarity Of The Neutron Flow [Amendment] Reword Rule 1.7.46 (Electroplate Blues) to:- A Player may perform the "[Electroplating]" Action, if eir Charge is at least fifty more or fifty less than that of every other Player. Upon performing this Action, the Actioning Player gains a Gold Token. { Adding fifty *less* as an optional alternative, and to make the aspect a bit more interesting in minimal-player games (if Player A rushes off to get a high Charge and Player B rushes after to prevent it, Player C can sidle away and achieve a low one). } ----------------------------------------------------------------------------- Proposal 750 - Do You Suppose He Meant The Camaargue? [Amendment] In Rule 3.1.1 (Chateau d'Eau), replace "Narg Clamps may be removed at "Cite"." with "Narg Clamps may not be played." { They're *horrible* on the Metro, after all. } ----------------------------------------------------------------------------- Proposal 751 - Et Pourquoi Pas? [Amendment] Dans Rule 3.1.4 (Station Classifications), ajoutent:- "Mont" = Hill. -----------------------------------------------------------------------------