----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Sixteen ----------------------------------------------------------------------------- Proposal 842 - Emptying the Cupboards [Amendment] In Rule 1.4.18 - The Emporium, after: Any Player may purchase the following Possessions, at the following costs, by playing the ten-minute neutral Action of "[Purchasing ]" at any British Rail Station, where "" is the Possession being purchased. Dispensable Possessions may be purchased at any Station. insert: Additionally, Edible Possessions may be purchased at the Player's Home Station. ----------------------------------------------------------------------------- Proposal 843 - Spread'em [Amendment] In Rule 1.4.19 - Token Tracking, replace * 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. with * No two Tokens paid for a particular Action may be placed on the same Stack. * Any Tokens surplus to the capacity of a Stack are destroyed. { Avoiding the "Double Helsinki - Blue Stack" hole, hopefully. } ------------------------------------------------------------------------------ Proposal 844 - Follow the Purple Line, Sir! [Multiple] 1. In Rule 1.6.1 - Line Velocity, replace Each Player has a Line Velocity (abbreviated to "LV"), being an integer number between zero and ten, which represents the speed at which eir Piece is moving around the Map. A Player's LV remains unchanged from the end of eir Turn until the start of eir next Turn, unless modified during another Player's Turn. If a Player's LV is ever less than zero, it immediately becomes zero. If it is even more than ten, it immediately becomes ten. with Each Player has a Line Velocity (abbreviated to "LV"), being a non-negative integer number, which represents the speed at which eir Piece is moving around the Map. A Player's LV remains unchanged from the end of eir Turn until the start of eir next Turn, unless modified during another Player's Turn. If a Player's LV is ever less than zero, it immediately becomes zero. 2. Repeal Rule 1.6.4 - Last One to Amersham is a Cissy While a player's piece has a charge greater than +100% or less than -100%, eir LV may be increased (but only by the normal means) up to a maximum of 20. If a player's LV is above 10 when eir charge is calculated, and eir new charge is less than +100% or greater than -100%, eir LV may remain at its current value until lowered but may not be raised again by any means until it has fallen below 10, at which point the maximum LV for that player is reset to the default value. 3. In Rule 2.2.1 - Terminal Velocity, replace 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). with If, at the very beginning of eir Turn, a Player has an LV equal to or above the Speed Limit of eir current Line, and e does not (and is not forced to by any other Rule) reduce it below the Speed Limit of eir current Line 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). 4. In Rule 2.4.1 - Fast and Furious, replace Line Velocity has a maximum of fifteen, rather than ten. with All Lines and Line Segments have an initial Speed Limit of 15. { Doing away with the general LV-limit of 10. Every line gets a local, adjustable, limit. } ------------------------------------------------------------------------------ Proposal 845 - Ludomania [Multiple] 1. Renumber Section 2.10, thus: Rule 2.10.1 - The Game Rule 2.10.2 - Moves Rule 2.10.3 - Line Velocity Rule 2.10.4 - Actions Rule 2.10.5 - Knuff of it! (former 2.10.4.1) Rule 2.10.6 - States of Play (former 2.10.5) Rule 2.10.7 - Special Stations (former 2.10.5 (sic) Home Stations) Rule 2.10.8 - Visiting Home Stations (former 2.10.5.1) 2. In (new number) 2.10.7, insert last: Holy Stations provide no protection beyond what is mentioned in Rule 2.10.5. 3. Create a new: Rule 2.10.9 - Get that Elbow out of my Ear! If the game has more than 2 players at the beginning of the game, each player has fewer Pieces: +--------------+------------------+ | # of players | # of Pieces each | +--------------+------------------+ | 3-5 | 3 | | 6-9 | 2 | | 10- | 1 | +--------------+------------------+ { Changing the illegal numbering, correcting Holy Stations, and reducing the number of Pieces. } ------------------------------------------------------------------------------ Proposal 846 - Vanilla and Stabilizers [Enactment] Create a new Rule 0.5.* - The Stabilizer There is an Entity called The Stabilizer. The Stabilizer has one vote, which it will cast AGAINST any Proposal to create a new Rule in the Vanilla ruleset (Volume 1). The Stabilizer is not counted for the purpose of determining Quorum. ------------------------------------------------------------------------------ Proposal 847 - Ambiguity Sminting [Multiple] Rewrite Rule 0.9.1 - Kudos Every Player has a Kudos score (an integer), which is kept in an Official Document known as the Kudos Chart. The Kudos Chart is distributed by the Speaker at the end of each Week along with all other relevant Official Documents. A Player's Kudos score for each Week is calculated by determining the Kudos earned for that Week and adding that to half of the previous Week's Kudos score (rounding down half Kudos). If a Player is Inactive at the end of the Week, no changes shall be made to eir Kudos. When a Player joins the game of Mornington Nomic, e starts with a Kudos score of zero and is considered to have had a Kudos score of zero in the previous Week also. At the end of each Week, each Player's Kudos score is adjusted according to the following table. +---------------------------------------------------------+----------------+ | Event | Kudos Modifier | +---------------------------------------------------------+----------------+ | Each Vote FOR one of eir Proposals | +1 | | Each Vote AGAINST one of eir Proposals | -1 | | Each Vote FOR one of eir Proposals, made by emself | -3 | | | | | Making one or more valid Votes (*) | +2 | | Voting FOR or AGAINST all Proposals besides eir own (+) | +2 | | Voting FOR all Proposals that pass, and AGAINST all | +5 | | Proposals that fail, besides eir own Proposals, in | | | one Week (+) | | +---------------------------------------------------------+----------------+ (*) -In Weeks when no Proposals have been submitted a BLANK vote must be made to receive this bonus. (+) -Players must make at least one valid non-PASS vote to recieve these bonuses. In Rule 0.5.2 - Voting and Proposal Adoption add to the end of the second paragraph: If there are no Proposals in a Nomic Week then a vote of BLANK is valid. { 1 Kudos can be zero. 2 Kudos should be rounded down when halved. 3 Players will get a +2 Kudos bonus for "Making an effort". 4 Players can get another +2 Kudos for being "Decisive". 5 Reducing the incentive to make FOR/AGAINST votes when the Player is undecided or doesn't have the time to study the Proposal properly. 6 BLANK Vote is made valid. } ---------------------------------------------------------------------------- Proposal 848 - Bear Necessities [Multiple] In Rule 0.9.4 - Fish and Fowl Replace the line: Who's a Clever Bear? Award: +3 Kudos to the most nominated Player with Who's a Clever Bear? Award: +3 Kudos { I think this was a mistake. } ------------------------------------------------------------------------------ Proposal 849 - Found, Found, Found [Amendment] Amend the fourth paragraph of Rule 1.7.53 (Lost & Found) from:- "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." with:- "If the performing Player is at Paddington and the time is between 0930 and 1400 on Mondays to Fridays, e instead rolls a twenty-sided die and specifies a number between zero and eighty - the specified number is added to the number rolled. A roll of four or less, however, remains unmodified." { To give some reasonable bonus to Finding at Paddington; the current plus-five offers a very, very slim incentive, doing little more than tweaking the table to include "1-5; First item in Lost Property Box". } ------------------------------------------------------------------------------ Proposal 850 - Quantum Sleep [Amendment] In Rule 1.8.11 (Charge Spiral), replace "does not involve a decrease" with "involves an increase", and "does not involve an increase" with "involves an decrease". { As demonstrated in the current Ruttsborough Game, it's a bit too limiting to deny same-Current Moves, and the Rule becomes quite broken when combined with a Dollis Hill Loop. Either way, this restores the original wording and intention. } ------------------------------------------------------------------------------ Proposal 851 - A Nation Turns Its Back [Amendment] To the second paragraph of Rule 1.7.60 (Did you see That?), add:- "If any of those Possessions may be dropped, they are instead dropped at their owner's current Location." ...and add "non-Indestructable" to the list of items which are lost. { Droppable stuff should really be pick-uppable again, and surprising Clamps and things from people is a touch ridiculous. } ------------------------------------------------------------------------------ Proposal 852 - Ghost-Train Scenery [Amendment] Rename Rule 1.4.35 (Not Hampsters) to "Not Hamsters" (damn me), and add "a Ghost Station" to the list of Rat haunts. { A hugely obvious and overlooked residence for our verminous friends. } ------------------------------------------------------------------------------ Proposal 853 - A Purple Shirt and All The Rest [Amendment] Reword the first paragraph 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 exactly six Tokens - and if it had between one and five Tokens during the previous Turn - the current Player may be eligible for a Token reward. { Bit of a tweak to avoid over-easy "play an expensive Action, build a new Stack and claim the prize" - you only get it for completing Stacks which were started during previous Turns. } And remove the "BkBkBkBkBkBk" reward { Such should be a horrid great uncappable Kafka Sinkhole, of course; as it stands you can easily destroy a five-Token Kafka by capping it with a Black. *And* you'd get a reward. Tsk. } --------------------------------------------------------------------------------- Proposal 854 - Practical Reproposals [Amendment] In Rule 0.5.4 - Abstentions and Quorum rewrite the last paragraph to read: If a Proposal fails to reach Quorum, its Proposer may repropose it unchanged during one of the next two Nomic Weeks - this reproposal does not count towards the usual Weekly Proposal limit. { It is often impractical to contact the Proposer for the next Nomic Week. } ------------------------------------------------------------------------------ Proposal 855 - Taxman [Amendment] Rewrite Rule 0.9.3 - Credit Where Credit is Due A Player can give any other Player a positive number of Kudos by announcing their intention on the list. The giving Player must state the number of Kudos being given, and the reason for the gift. Gifts must not reduce the giving Player to a negative number of Kudos. The exchange happens as soon as the Discussion Lounge receives the notification and the Speaker will record this gift in the Kudos Chart at the end of Nomic Week. { Eliminating the "tax loop-hole" where one Player can give another Kudos before eir own is halved and the other receives it after eirs is halved. } =============================================================================== Reproposals from Week 14: =============================================================================== Reproposal 856 - Gran Turismo [Multiple] /----------------------------------------------------------------------------\ SECTION 2.x - The Short Game \----------------------------------------------------------------------------/ Rule 2.x.1 - The Short Game In the Short Game, the cost for the [Opening MC] action is 1 (one) Gold Token. /----------------------------------------------------------------------------\ SECTION 3.x - Gran Turismo \----------------------------------------------------------------------------/ Rule 3.x.1 - Gran Turismo In a game of MC Gran Turismo, the Players must move to the MC equivalents on a number of transport networks before moving to Mornington Crescent. The Speaker designates the number and order of networks at the beginning of the game. All Players begin in London. Each Player must move to the MC equivalents in the specified order. Each [Opening MC equivalent] is priced according to the rules for the Short Game, while [Opening MC] is priced according to the Vanilla ruleset. Each network is played on as per the relevant rules for that network. The winner is the first Player to move to Mornington Crescent after having visited all the MC equivalents. Game States are specific to each network. Loop (and other) states do not apply to other networks and Players therein. Hats are globally valid, provided such hats exist in the various networks. Edibles are globally valid, provided such edibles exist in the various networks. Each Player may, once e enters a network, declare a Home Station in that network. A Player may have a maximum of one Home Station in each network. A Pleyer may not perform the [Home] Action, unless e has declared a Home Station in eir current network. A Player may move from one network to another by means of the [Plane to ] or [InterCity to ] Action, with being the name of the city moved to. In order to perform the [Plane to ], the Player must be at an Airport Interchange. If there is no Airport Interchange in , the [Plane to ] Action is, of course, void. After performing [Plane to ], the Player may perform a Special Move to an Airport Interchange in . In order to perform the [InterCity to ], the Player must be at a BR Station (or equivalent). If there is no BR Station (or equivalent) in , the [InterCity to ] Action is, of course, void. Furthermore, there must exist a railway connection between the cities in question. If it is unclear whether or not such a connection exists, the Speaker decides upon the existance (or non-existance) thereof. After performing [InterCity to ], the Player may perform a Special Move to a BR Station (or equivalent) in . The Actions [InterCity to ] and [Plane to ] ignore the maximum Turn duration mentioned in Rule 1.13.1. Additionally, performing the associated Move after ๋ither of these Actions is always legal with respect to Rule 1.13.1. No Action may be performed after [InterCity to ] or [Plane to ]. ---------------------------------------------------------------------------- Action ('#' if Singular) Phase Rule Dur Cost Gain FR ---------------------------------------------------------------------------- [InterCity to ]* Pre 3.x.1 60 1Si [InterCity to ]** Pre 3.x.1 300 1Si [InterCity to ]*** Pre 3.x.1 3 days 1Si [Plane to ]* Pre 3.x.1 30 1Go [Plane to ]** Pre 3.x.1 60 1Go [Plane to ]*** Pre 3.x.1 300 1Go [Plane to ]**** Pre 3.x.1 1 day 1Go *) same country **) same continent ***) Europe-Asia-Africa (any combination), or N.America-S.America (or vice versa) ****) any other ----------------------------------------------------------------------------- Reproposal 857 - The other Eye [Multiple] This proposal is in 3 parts. 1. Don't Shoot till You see the Red in his Eye [Amendment] In Rule 1.10.0 - Target Practice, replace 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. with 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) no Player is Target of more than one Action, unless explicitly allowed for in the Rule defining that Action. 2. I'm No Peter Pan [Amendment] In Rule 1.10.5 - The Coming of Shadows replace A Player may perform the post-Move Action of "[Shadowing ]", provided that "" is a Player (known as the Shadowed Player) whose Piece's location is that of the Actioning Player's Piece. with A Player may perform the post-Move Action of "[Shadowing ]", provided that "" is a Player (known as the Shadowed Player) who shares a Station and Line with the Actioning Player. 3. Amend Rule 2.4.5 - Any Time You Like to have this wrding: Point 2 of Rule 1.10.0 does not apply: actions that target other Players may be performed in any quantity in the Post-Move phase of the Turn. ----------------------------------------------------------------------------- Reproposal 858 - Euston Walkabout [Amendment] In Rule 1.7.10 - Walk the Walk, add * Euston (NT,VC) and Euston Square (CL,HC,MP) to the list of Stations within Walking Distance. ----------------------------------------------------------------------------- Reproposal 859 - No, it can't be Eaten [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 until a Player passes through the Station during eir Move. A Gooey Station is marked in the GSD with (Goo) 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. When [Goo on ] is played, and a Player is occupying the said Station, the said Player becomes Gooey, and 'Goo' (a Small, Indestructible Possession) is placed in eir Luggage Rack. A Gooey Player needs a LV one higher than otherwise required in order to move. If a Gooey Player performs any Action that requires the Player to have a Papery Possession, e destroys the Papery Possession as well as the Goo in the process. A Gooey Player crossing the river stops being Gooey(thus destructing the Goo). 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] or [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 | -----------------------------------------------------------------------------