----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Year 3 Week Twelve ----------------------------------------------------------------------------- Proposal 819 - What IS this stuff? [Multiple] Rule 1.9.x - Goo! A Player possessing a Goo Gun may perform the Action of "[Goo on ]". If the Goo Gun has a Voltage of 'n', can be a Station 'n' or fewer Stations from the location of the Actioning Player, but only in a straight line. Alternatively, can be a Station which the Actioning Player's Piece has passed through during eir Turn. When the Action [Goo on ] is played, the Station in question becomes Gooey for one Round. Any Move passing through or beginning at a Gooey Station requires a LV one higher than otherwise required. If several Gooey Stations are involved, the required LV is adjusted once for each such Station. Rule 1.4.x - Sticky! A Goo Gun is a Small Possession, and has an initial Voltage of 0 (zero). The Voltage of a Goo Gun can be increased by 'X' by playing the Action [Voltage+X], but only if the Actioning Player has played the Action [LV-X] previously in eir Turn, with X having the same value in both Actions. The Voltage of a Goo Gun is set to 0 (zero) when the Action [Goo on ] is played. In the Luggage Rack, "Goo Gun(6)" is a Goo Gun with a Voltage of 6. ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Goo on ] Neut 1.9.x -1 Bu [Voltage+X] Neut 1.4.x none +---------------------+------+---------------------------------+ | Possession | Cost | Qualities | +---------------------+------+---------------------------------+ | Goo Gun(0) | 3 Br | Small | ----------------------------------------------------------------------------- Proposal 820 - Like Dominoes [Amendment] In Rule 1.10.2 - Line 'Em Up, Knock 'Em Down change The validity and rewards of a Double-Shunt are identical to that of a normal Shunt, treated as if the Actioning Player Shunted the Double- Shunted Player directly, except that the Actioning Player's LV is considered to be that which it was during eir Move (since it will have been set to zero by the first Shunt). to The validity and rewards of a Double-Shunt are identical to that of a normal Shunt, treated as if the Actioning Player Shunted the Double- Shunted Player directly, except that the Actioning Player's LV is considered to be that which was used in the first Shunt. ----------------------------------------------------------------------------- Proposal 821 - Jespersen Manoeuvre [Enactment] I propose: Rule 1.16.x - Jespersen Manoeuvres If a Player believes that another Player has performed an Action which, though in accordance with the Rules being used for that Game, is too powerful for its cost and duration, and if no more than three other Turns have been made since, e may announce that the said Action is a Jespersen Manoeuvre. This is done by posting a message to the relevant Game Lounge, detailing the effects of the Manoeuvre. When a Jespersen Manoeuvre has been announced, the dubious Action may not be performed until one of the following has happened: * the Nomic Week after the announcement of the Jespersen Manoeuvre has ended, * the Rule detailing the said Action has been amended, or * an Emergency Proposal to amend the wording of the Action has been defeated. The Player performing the Jespersen Manoeuvre gains one Kudo. The Player announcing the Jespersen Manoeuvre gains one Kudo if the Rule detailing the Action is amended before the end of the Nomic Week after the announcement. {Kind of a soft Buzz} ----------------------------------------------------------------------------- Proposal 822 - Down and Out [Multiple] In Rule 3.1.1 - Chateau d'Eau after: Loop Trap: Miromesnil insert: Lost Property Office: Gare d'Austerlitz(5,10,C) Prison (Tower Hill equivalent): Bastille(1,5,8) Holding Stations (Rule 1.14.3): Chateaau d'Eau(4), Republique(3,5,8,9,11) and Les Halles(4) and at the end of the the rule, insert: Stations connected by dash lines (e.g. Rue de la Pompe(9) and Avenue Henri Martin(C)) are within Walking distance of each other. Stations connected with double lines (e.g. Gare du Nord(4,5,B,D) and La Chapelle(2)) have an Escalator Link. New Rule 3.1.6 - Eating with the Locals Instead of these Victuals: +---------------------+------+---------------------------------+ | Possession | Cost | Qualities | +---------------------+------+---------------------------------+ | British Rail Coffee | 3 Br | Edible | | Chocolate Bar | 1 Br | Small, Edible, Dispensable | | Lukewarm Burger | 4 Br | Edible | | Marmalade Sandwich | 2 Br | Edible | | Overpriced Baguette | 5 Br | Edible | +---------------------+------+---------------------------------+ these are available: +---------------------+------+---------------------------------+ | Possession | Cost | Qualities | +---------------------+------+---------------------------------+ | SNCF Tea | 3 Br | Edible | | Saucissons Sec | 1 Br | Small, Edible, Dispensable | | Escargot | 4 Br | Edible | | Brie | 2 Br | Edible | | Choucroute | 5 Br | Edible | +---------------------+------+---------------------------------+ Each of these Victuals has the same uses as its London equivalent. Eating the Brie permits a Special Move to Ch. de Gaulle-Etoile(1,2,6,A). ----------------------------------------------------------------------------- Proposal 823 - Limit One (1) Per Customer [Amendment] Append the following to the end of Rule 0.9.4 - Fish and Fowl No single move may be awarded the Who's A Clever Bear trophy more than once, no matter how many times it was Nominated. ----------------------------------------------------------------------------- Proposal 824 - To The End [Multiple] 1. He Who Laughs Last [Amendment] To Rule 1.1.3 (Resignation), add:- If, after a Resignation, there is only one non-Drone Player remaining in the Game, e is considered to have Won. E may optionally submit a GSD detailing the further Moves necessary for a victory. 2. Stalemate [Enactment: 1.1] If all Active non-Drone Players of a Game are agreed that that Game has reached a point of Stalemate, the Speaker may declare that that Game is over; the Game ends, and no Players are considered to have Won or Lost. Stalemate is defined as the point at which no Player can possibly reach victory conditions within a reasonable time limit. This definition is deliberately vague and open to interpretation and discussion, but Players are encouraged to acknowledge a reasonable Stalemate rather than simply adjusting the Ruleset so that the Stalemate is broken (particularly if the Stalemate was intentional). ----------------------------------------------------------------------------- Proposal 825 - Caffeine Rush [Amendment] To the Coffee section of Rule 1.4.16 (Playing with Food), add:- When a Player performs the Action "[Eating British Rail Coffee]", all Actions performed during the remainder of eir Turn have their durations halved. { Only Actions, though - drinking Coffee doesn't speed the trains up. } ----------------------------------------------------------------------------- Proposal 826 - Tube Rats Ate My Zone Pass [Multiple] { The other animal-kingdom residents of the London Underground, and more fitting than Pigeons, if anything (cf. Neverwhere). } 1. Not Hampsters [Enactment] Rats exist in the Game, as Possessions. No Player may carry more than four Rats at any one time. If this limit is exceeded at the end of that Player's Turn, then the number of Rats carried shall be reduced accordingly. Rats have quite an appetite. If, at the end of any Turn, a Player carries one or more Rats and any number of Edible or Papery Possessions, all of eir Edible and Papery Possessions are destroyed. In addition, if no Rats have actually been caught that Turn, and more than two Rats are held by the Player, then a single Rat escapes the Player's grasp and the number of Rats held is reduced by one. Any Player may perform the post-Move Action "[Catching Rat]" to add a Rat to eir Inventory, provided that their Piece is situated at a Closed Station, or a Station which lies solely on a Line which is Under Construction. If the Actioning Player is carrying a Lukewarm Burger, e instead adds three Rats to eir Inventory. Any Player may perform the post-Move Action "[Releasing Rat]", to set a single Rat free. Upon performing this Action, one Rat carried by the Actioning Player is removed from eir Luggage. If any Players sharing a Station with the Actioning Player are carrying an Edible or Papery Possession, the Actioning Player may place a Rat in one of those Players' Luggages. This Action may be performed multiple times during a single Turn. 2. Nyeeer [Amendment] Add the following Actions:- ----------------------------------------------------------------------------- Action ('#' if Singular) Phase Rule Dur Cost Gain FR ----------------------------------------------------------------------------- [Catching Rat] Post 1.4.x [Releasing Rat] Post 1.4.x ----------------------------------------------------------------------------- 3. Equality in the Workplace [Amendment] In Rule 1.7.54 (Cunningly Fashioned Out Of Pure Green), replace "single Pigeon" with "small creature", and "a Pigeon" with "a Pigeon or Rat,". -----------------------------------------------------------------------------