----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Seven ----------------------------------------------------------------------------- Proposal 752 - Venbacker Ladder [Action] Rule 1.8.x - Venbacker Ladder A Player may perform the Action of "[Venbacker Ladder]" to put such a Ladder into effect. While a Venbacker Ladder is in effect, a Move to a Station with a Venbacker Number lower than the Move played by the previous Actioning Player is Invalid, unless the Player taking eir Turn has performed a "[Ladder Sidestep]" Action during that Turn. A Player may perform the Action of "[Terminating Ladder]" to end a Venbacker Ladder, provided that eir piece is situated at the Station with the highest Venbacker Number in the Game. While a Venbacker Ladder is in effect, this is indicated in Disruptions by the string "Venbacker Ladder". ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Ladder Sidestep] Pre 1.8.2 -3 Bk [Venbacker Ladder] Pre 1.8.2 -2 Bu [Terminating Ladder] Post 1.8.2 ----------------------------------------------------------------------------- Proposal 753 - Whimsy Shortfall [Amendment] Amend Rule 0.9.4 (Fish and Fowl) to remove the Lyttleton Trophy. { Comment: This was a stupid idea in the first place, proposed on a whim, and bitterly regretted since. And this is without having had any applause to tally... } ----------------------------------------------------------------------------- Proposal 754 - Stack In The Mud [Multiple] { Comment: the limit on the number of token stacks has been largely irrelevant ever since the introduction of Quadrant Zero and the non-adjacent Quadrant restriction. This is particularly true when the Token Stacks table is being used to document Station contents (Suspect Packages, Flags, etc) (in fact we probably ought to change the name...). This is particularly true if tokens for a particular Action all have to go in the same place (as suggested by Jonathan). } [Amendment: Piles and Piles] Amend Rule 1.14.3 (Token Dropping) such that its final paragraph reads thus:= "A Player may not place a Token on a Stack if it already has six Tokens in it." [Amendment: Keep Together, Please!] Amend Rule 1.4.19 (Token Tracking) to add the following bullet point: * All Tokens paid for a particular Action must be placed on the same Stack. Any Tokens surplus to the capacity of the Stack are destroyed. { Comment: the rest is just removing collateral references to token stack limits. } [Amendment: Suspect Evidence] Amend Rule 1.4.7 (Suspect Packages) such that its third paragraph reads thus: If there are less than three Suspect Packages in play, any Player may create a Suspect Package with the Neutral Action "[Dropping Package at ]", where "" is the Actioning Player's current location, or any Station e has passed through so far this Turn. [End of Stack In The Mud] ----------------------------------------------------------------------------- Proposal 755 - 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 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. Each Radio Control has a unique number, assigned to it by the purchasing Player at the time of the Purchase. The Radio Clamp, once created, gets the same number as its corresponding Radio Control. The Controller of a given Radio Control, identified by may, if the Radio Control is On, perform the following Actions: * [Radio Clamp LV+X] to add X, which may be no larger than 3, to the LV of the possessor of the Radio Clamp identified by . * [Radio Clamp LV-X] to deduct X, which may be no larger than 3, from the LV of the possessor of the Radio Clamp identified by . * [Radio Clamp to ] to command the possessor of the Radio Clamp identified by to Move to on eir next Turn. The Station must be within the LV of the Controllee. If the Controllee Moves to another Station, and the Radio Control is On at the time of the Move, e Loses a Metal Token, if e has any. 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. Insert in Emporium Table +---------------------+------+---------------------------------+ | Possession | Cost | Qualities | +---------------------+------+---------------------------------+ | Remote Control (Off)| 3 Br | Small, Electric | Insert in Action Table ------------------------------------------------------------------------ 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 [Radio Clamp LV+X] Post 1.10.x -1 Re [Radio Clamp LV-X] Post 1.10.x -1 Re [Radio Clamp to ] Neut 1.10.x -1 Re [ Off] Neut 1.4.x none [ On] Neut 1.4.x none ----------------------------------------------------------------------------- Proposal 756 - Soap on the Tracks [Action] Rule 1.9.x - Soap on the Tracks. During eir Turn, any Player may perform the post-Move action "[Soap on ()]", where "" is the Line Code of the ActioningPlayer's most recent Move. When this is performed, the specified Line is Soaped for one Round. If a Line is Soaped:- * Any Shunting on the Line causes the Shunting Player to skid along with the Shunted Player, both ending in the same place. Insert in Action Table ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Soap on ()] Pre 1.9.x -2 Bu ----------------------------------------------------------------------------- Proposal 757 - Sgronk! [Action] Rule 1.8.x - Sgronk! A Player may perform the Action "[Sgronk!]" to put the Game in the State of Sgronk. If the Game is in Sgronk, a Piece Move which involves passing through a Station with a Token Stack is Invalid. If, at any time, there are no Token Stacks with two or more Tokens in them, the Game immediately leaves the State of Sgronk. Insert in Action Table ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Sgronk!] Pre 1.8.x 20 -3 Bu ----------------------------------------------------------------------------- Proposal 758 - Following the Wet Footprints [Action] New Rule 1.7.x - Following the Wet Footprints A Player may perform the Action of "[Backtracking]" to permit a Special Move to the Station e ended eir last Turn at. If Circle Line is Electrified, no Backtracking is possible. A Player at eir Home Station may not Backtrack. A Player may not Backtrack if e wears a Clamp. When a Player performs a pre-Move Action of "[Backtracking]", eir LV is set to zero. A Player may not adjust eir LV after performing a "[Backtracking]" Action. Insert in Action Table ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Backtracking] Pre 1.7.x -2 Bk ----------------------------------------------------------------------------- Proposal 759 - Volume Control [Amendment] { Comment: The ruleset is rather large. This Proposal intends to allow it to be split into more than one file in a meaningful way. As an aside, it also fixes a bit of obsolete terminology: what we've all been calling a Section is defined to be a Subset in the current version; and there's still a reference to Transmutation which died literally years ago. The second paragraph here is the new one. } Amend Rule 0.2.3 (Numbering) such that it reads thus: Rules shall be numbered for reference purposes, with three numbers in the format "[Volume].[Section].[Rule]" (eg. "1.3.4"), Volume and Section being defined in the Ruleset's Table of Contents, and Rule being an integer number used to distinguish between Rules within the same Section. The Ruleset itself may be split across multiple files. Each file must include the complete Table of Contents, and an indication of which parts of the Ruleset are contained within it. New Rules shall be placed in a Volume and Section of the Speaker's choice upon their Enactment. They shall have a Rule number equal to the next successive integer number after that of the last Rule in the relevant Section. Proposals shall be numbered with successive integers which carry on from week to week and bear no relation to the Rule numbers. If a Rule is Amended its number does not change. Repealing one Rule does not affect the Rule number of any Rule, except the one Repealed, which is then removed. A Renumbering Proposal allows the Speaker to rearrange the Rule Numbers in a Section. The Rules in that Section shall be numbered with the lowest ordinal Rule receiving the Rule Number 1, the next lowest 2, and so on. ----------------------------------------------------------------------------- Proposal 760 - Disruptive Behaviour [Multiple] { Comment: We're losing a lot of GSD header space to documenting game states which don't change much. Better to move them into the Disruptions board, I would say. } [Amendment: More Than Just Leaves On The Line] Amend Rule 1.2.2 (Disrupted Services) such that its second paragraph reads thus: Any Station, Line Segment, component of the Map whose access is restricted by Player action, or Game State restricting Player actions where that effect does not have a definite duration (eg one Round) shall be recorded in this box along with an indication of the nature of the effect. The sequence of items in the box shall match the order in which the disruptions occurred. [Amendment: Cascade Failure] Amend Rule 1.8.2 (Parks and Greens Cascade) by adding the following paragraph: While a Parks and Greens Cascade is active, this is indicated in Disruptions by the string "Parks and Greens". [Amendment: Abridged Too Far] Amend Rule 1.8.3 (Bridges) so that its first paragraph reads thus: The Game shall have a "Bridges" state, being either "Up" or "Down". When Bridges are Up, this shall be indicated in Disruptions by the string "Bridges Up". [Amendment: Little Knipper] Amend Rule 1.8.4 (Knip) by adding the following paragraph: While the Game is in Knip, this is indicated in Disruptions by the string "In Knip". [Amendment: Circular Logic] Amend Rule 1.8.4 (Circle Line States) such that its first paragraph reads thus: The Circle Line has four possible States - Normal, Clockwise, Anticlockwise and Electrified. The non-Normal States are represented in Disruptions by the string "Circle" suffixed by the symbols "-->", "<--" and "***" respectively. eg when the Circle is Electrified, "Circle ***" will be inserted into Disruptions [Amendment: Gaptoothed] Amend Rule 1.8.7 (Gapminding) by adding the following paragraph: While Gaps are being minded, this is indicated in Disruptions by the string "Gapminding". [Amendment: Spiral Bound] Amend Rule 1.19.5 (Charge Spiral) by adding the following paragraph: While a Charge Spiral is in effect, this is indicated in Disruptions by the following strings: - "Charge In" for a Inwards Spiral - "Charge Out" for an Outwards Spiral While we're at it, renumber this Rule into Section 1.8. { Comment: note that whilst I've added P&G, Gapminding and Charge Spiral to the indicated states, I've omitted loops. Since these are defined solely by the previous Piece's location it seems unnecessary. } [Amendment: Stating the Obvious] Amend Rule 1.2.0 (The Game State Document) such that its third paragraph reads thus: The GSD shall also include the following information in an appropriate format: Disruptions; Game Time; Wild Stations; Token Stacks; Courier Pick-up and Destination Stations. { Comment: removing incomplete and duplicate information. } { Final Comment: here's a suggested format for the GSD header without the obsolete stuff - +----------+------------------+----+----+----------------------+ | | | | | Tokens | | Player | Home | LV | CH | Bk Bu Br Go Gr Re Si | +----------+------------------+----+----+----------------------+ |*Drone | | 0 | 0 | 2 0 2 0 0 2 0 | +----------+------------------+----+----+----------------------+ +- Wild -------------------------------------------++-- Time --+ + || Day xxxx | +--------------------------------------------------++----------+ +--Possessions-------------------------------------------------+ | Drone | | +----------+---------------------------------------------------+ +- Stacks ------+--------------++---------------+--------------+ | | || | | +---------------+--------------++---------------+--------------+ +--------------------------------------------------------------+ | Courier call from to | +--------------------------------------------------------------+ +- Disruptions ------------------------------------------------+ | Circle ***, Dollis Hill(peg) | +--------------------------------------------------------------+ } [End of Disruptive Behaviour] ----------------------------------------------------------------------------- Proposal 761 - All In The Wrist [Multiple] { Another one from the Encyclopaedia Morningtonia... } 1. The fFrobisher fFlourish [Action] ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [fFrobisher fFlourish] Neut 1.7.x -6 Bu ------------------------------------------------------------------------ A Player may perform the Action of "[fFrobisher fFlourish]" to redistribute all the Tokens currently being carried by Players. After submitting a Turn containing this Action, the Actioning Player should roll seven dice, each with a number of sides equal to the number of Active Players in the Game. E must then perform the following calculations and post a summary of their results to the relevant Game Lounge. Firstly, all Players lose all of their Tokens; these are combined in a Pool. Each die roll should then be converted to a Player's name, according to their position in the Playing Order (ignoring Inactive Players). For example, a die roll of three indicates the third Active Player in the Player Order. The following table is then referenced to determine what share of the Tokens from the Pool are given to each Player. "2" indicates half of the Tokens of that colour (rounded down), "1" indicates a quarter (also rounded down), and "r" indicates that the Player receives any Tokens left over of that colour, after the rest have been distributed. +------------------+----------------------+ | Die | Bk Bu Br Go Gr Re Si | +------------------+----------------------+ | First | 1 2 1 0 r 0 0 | | Second | 0 1 2 1 0 r 0 | | Third | 0 0 1 2 1 0 r | | Fourth | r 0 0 1 2 1 0 | | Fifth | 0 r 0 0 1 2 1 | | Sixth | 1 0 r 0 0 1 2 | | Seventh | 2 1 0 r 0 0 1 | +------------------+----------------------+ When the next Player takes eir Turn, e should - at the start of eir Turn - update the GSD to reflect the Token redistribution of the fFlourish. 2. Never Say Die [Amendment] To the end of Rule 0.1.3 (The Only Way To Die), add:- If a Player is required to make a die roll after eir Turn, that Player's Turn is not considered to be complete until the roll is made; an incomplete Turn may be timed out as if it had not been made. If the results of the die roll should be interpreted by the rolling Player, eir Turn is not considered complete until these interpretations have also been made. { Clarifying what should happen if someone forgets to roll a die, or - in the case of the fFlourish - to comment on the results. } ----------------------------------------------------------------------------- Proposal 762 - To The Bottle Bank [Multiple] Reword Rule 1.7.39 (Ecofriendly) to:- A Player may perform the Neutral Action of "[Recycling]" to Recycle any combination of Tokens and non-Indestructable Possessions which e is carrying (all of which should be listed in the comments section of the GSD). For each Token that is Recycled, the Actioning Player gains one Green Token. For each Possession listed in Rule 1.4.18 (The Emporium) that is Recycled, the Actioning Player gains Green Tokens equal to half the Bronze Token value of the Possession (rounded down). Recycling is considered to be a Token Exchange Action. Rename the "[Recycling ]" Action to "[Recycling]". { Being able to recycle multiple things at once seems like a good idea, rather than sluggishly generating a maximum of one Green per Turn. } ----------------------------------------------------------------------------- Proposal 763 - Quail, Mortal [Action] ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Cowering] Post 1.7.x -1 Bu ------------------------------------------------------------------------ A Player may perform the Action "[Cowering]" if e fears for eir safety. If a Player performs an Action which targets a Player who performed the "[Cowering]" Action during eir most recent Turn, that Action's cost is increased by one Red Token. ----------------------------------------------------------------------------- Proposal 764 - Away from Babel [Amendment] Reword Rule 1.14.2 (Stack em High, Sell em Cheap) to:- If, after performing a [ Token on ] Action, or after placing Tokens spent in the performing of an Action, a Token Stack has six Tokens where it had less than six before, the current Player may be eligible for a Token reward. If any of the following sequences have been formed, the relevant Stacks are destroyed, and the current Player gains the appropriate reward. +--------------------+------------------------+ | Sequence of Tokens | Reward | +--------------------+------------------------+ | Bk Bk Bk Bk Bk Bk | +4 Red Tokens | | Re Re Re Re Re Re | +4 Blue Tokens | | Bu Bu Bu Bu Bu Bu | +4 Silver Tokens | | Gr Gr Gr Gr Gr Gr | +1 Gold Token | | Si Si Si Si Si Si | +2 Gold Tokens | | Re Gr Re Gr Re Gr | +2 Silver Tokens | | Gr Bu Gr Bu Gr Bu | +4 Silver Tokens | | Bu Bk Bu Bk Bu Bk | +6 Blue Tokens | +--------------------+------------------------+ And rename the Rule to "Stack 'em High, Sell 'em Cheap", because I always, always type the title with apostrophes when I'm trying to search the Ruleset for it. Tish. ----------------------------------------------------------------------------- Proposal 765 - I Don't Know About You, But... [Enactment] { Time, perhaps, for another Loop. I forget if anyone will get the reference or not. } 1. We've All Been To Pimlico [Enactment: Section 1.8] A Pimlico Loop has the single Trap Station of Pimlico. Its Sidestep Action is "[Pimlico Sidestep]" and its Terminate Action "[Pimlico Escape]". The former may be performed for free if the Actioning Player is located at a Ghost Station, the latter may only be performed if all Active Players are located at Pimlico. 2. Passports From [Actions] ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Pimlico Sidestep] Neut 1.8.x -1 Si [Pimlico Escape] Neut 1.8.x ------------------------------------------------------------------------ ----------------------------------------------------------------------------- Proposal 766 - Fosdyke Notation [Multiple] { Comment: apologies for the length of this - it's a fairly simple thing, but needs some concrete examples. } [Enactment: Fosdyke Notation] Fosdyke Notation relates to the proximity between two game objects, in particular between the subject and object of an Action or effect. A Fosdyke Code describes the relative location of subject and object at a particular point in time; a Fosdyke Requirement specifies the proximity necessary for a particular Action or effect to occur. Proximity in Fosdyke Notation is described by applying equality indicators to location classes. Equality indicators consist of either a digit quantifying the degree of proximity, or an indication that the classes are irreconcilably different. Thus: variance - an integer describing the variation between class values. A value of zero means the classes are identical; other values may have specific meanings for specific classes. * difference - the classes are different and cannot be compared further. The location classes defined thus far and the meanings of various equality indicators are as follows: S Station distance between subject and object without changing= line * subject and object have no direct connection R Route distance of the shortest route between subject and object, regardless of line changes * there is no route between subject and object { Comment: applies to sub-networks in some Turin '57= games, and to Ghosts. } L Line number of line changes required between subject and object (the lowest number of line changes, not the number of line changes in the shortest route) * there is no route between subject and object Q Quadrant number of Quadrant boundaries between subject and object { Comment: never higher than two on the LU map } * either subject or object is not in a Quadrant Z Zone number of Zone boundaries between subject and object= * either subject or object is not in a Zone A Fosdyke Code (FC) consists of the set of classes and their indicators describing the proximity relationship between subject and object. For example: FC Meaning ------------------------------------------------------------- S0L0 subject and object are both at the same Station and on the same Line S3L0 subject and object are three Stations apart on the same Line R4Z1 subject and object are four Stations apart on the shortest route and are in adjacent Zones. Elements may be omitted from a Fosdyke Code which are implied by other elements in the Code (eg S0 implies Z0 and Q0) or which are too troublesome to calculate (eg the subject is at Amersham and the object is at Island Gardens: knowing that the Fosdyke Code is Q2Z5 is sufficient; determining the precise number of line changes and stations on the shortest route is futile for most purposes). A Fosdyke Requirement (FR) consists of a set of classes and an expression= of the required value for the corresponding indicator in a Fosdyke Code. This is used to describe the proximity between subject and object for an Action or effect to occur. For example: FR Meaning ------------------------------------------------------------------ S0L0 subject and object must both be at the same Station and on the same Line ie both Station and Line elements must be exactly zero R<6 subject and object must be within six stations of each other by any route ie the route distance must be less than six Q>1 subject and object must have two Quadrant boundaries between them (ie in a different, non-adjacent Quadrant) Determining if an event can occur is a matter of comparing the elements of the Fosdyke Code with the corresponding elements of the Fosdyke Requirement for that event (a Code indicator of '*' will always fail such a test). If each element in the Requirement is met by the relevant Fosdyke Code, then the Action is permitted (at least by the conditions described by this notation). { Comment: that's all I want to do at the moment - define the terms. The next steps are: 1. specifying the Fosdyke Requirements for Actions and effects (not terribly difficult, but a lot of small amendments). There is no need to do these all in one go, though. 2. manipulating Fosdyke codes - in particular, modifying a code so you can perform an action you wouldn't normally be allowed to eg placing a Clamp on someone from an adjacent Station. The form of such manipulations would be of the form 'reduce a single Code indicator by one'. Such manipulations could either be through paying tokens, or by owning some special artifact (such as Spectacles). Note also that these proximity classes are for physical attributes, but there's no reason they couldn't be applied to other properties - Charge, say, or tokens matching a stack. These seem to be the most immediately useful classes though. } { Biographical Comment: Amos Fosdyke was born in the Yorkshire mining village of Paithwaite (pronounced pow-it, but that's Yorkshire) in 1863. The mine owner (Lord Potheridge) was an enlightened individual and insisted that his workers' children should attend school until the age of eleven before starting work underground, and so it was with Amos - a significant part of the curriculum consisted of learning how to play Mornington Crescent. Amos did not shine at the Game. In a village where the MC team was noted throughout the West Riding for its aggressiveness, Amos was too cerebral a player, his reactions too considered to be a part of the team. So, when he reached the age of eleven, he went down the mine. The long periods of darkness underground gave him time to think, and think he did - about Mornington Crescent. He visualised the map, developed theories of movement, plans of attack, and strategies to cripple his opponents. No one would ever have known about this, had Amos Fosdyke not taken advantage of the Paithwaite Mining Company Sudden Weight Loss Programme and lost a leg in the doors of the pit head lift in April 1880 (19th century lift doors not being big on safety). While he was convalescing, he had an opportunity to play MC against Lord Potheridge (a remarkable coincedence indeed that the infirmary was hosting an MC exhibition tournament that month). Rather to the astonishment of the onlookers, Fosdyke won. Very, very quickly. In recognition of this, Amos was given a scholarship to the MC team and a terrifying Crescent competitor was born. After a time captaining the Paithwaite team (incidentally learning to read= in the process), Amos became a noted theorist. His writing on proximity theory were the framework upon which later theorists (including both Grossman and someone called Mrs Trellis) constructed boundary analyses and= quantum token dynamic processes. Without Fosdyke's pioneering work on proximity and the formalism of behavioural permissivity these theorems would have been merely wordy discussions. The notation presented here is both an adaptation and an _homage_. } [Repeal: Goodbye To All That] Repeal Rule 1.17.9 (Free Range). { Comment: Well... we don't need both. Sorry, Paul. } [End of Fosdyke Notation] -----------------------------------------------------------------------------