----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Eighteen ----------------------------------------------------------------------------- Proposal 864 - Linear C [Multiple] This Proposal is in 12 parts, one of which is an Action Table entry. 1. Create a Section 1.x: /------------------------------------------------------------------------------\ SECTION 1.x - Line States \------------------------------------------------------------------------------/ 2. Create a new Rule 1.x.0, with this wording: Rule 1.x.0 - Line States Each line has a number of possible States. If a Line is in no other State, it is in its Normal State. A Player may put a Line in a given State by performing the Action "[: ]". Unless otherwise noted, eir Piece must be situated at a Station which is on the said Line. All Lines and Line Segments have an initial Speed Limit of 10. 3. Create a new Rule 1.x.1, with this wording: Rule 1.x.1 - Back To Normal A Player may put a Line in its Normal State by performing the post-Move Action "[: Normal]". This Action does not change the Line's Speed Limit. 4. Create a new Rule 1.x.2, with this wording: Rule 1.x.2 - And Where Might YOU Be Going? A Player may perform the post-Move Action "[: One Way: ]" to put the mentioned Line in a One Way State, with the mentioned direction as the prescribed direction. While a Line is in a One Way State, a Move which involves traversing any Line Segment of the said Line (or a Line Segment which touches the said Line) in the opposite direction of the prescribed direction shall be considered Invalid. For the purpose of this Rule, the following directions (and their opposites) are recognized: Bakerloo N-S: Harrow & Wealdstone to Elephant & Castle Central E-W: Epping and Woodford to Ealing Broadway and West Ruislip Circle Clockwise (opposite direction named Anti-Clockwise) District E-W: Upminster and Edgware Road to Wimbledon, Richmond, Ealing Broadway and Kensington Olympia East London N-S: Shoreditch to New Cross Gate and New Cross Hamm & City E-W: Barking to Hammersmith Jubilee N-S: Stanmore to Charing Cross and Stratford Metropolitan E-W: Aldgate to Uxbridge, Amersham, Chesham and Watford Northern N-S: High Barnet, Mill Hill East and Edgware to Morden Piccadilly E-W: Cockfosters to Uxbridge and Heathrow 123 (Heathrow 4 if W-E) Victoria N-S: Walthamstow Central to Brixton Water & City N-S: Bank to Waterloo DLR E-W: Beckton and Island Gardens to Stratford, Bank and Tower Gateway For two Line Segments to touch, every Station on one Line Segment must also lie on the other, and vice versa. 5. Create a new Rule 1.x.3, with this wording: Rule 1.x.3 - Opposites Attract, They Say A Player may perform the post-Move Action "[:Electrified]" to put the mentioned Line in an Electrified State. While a Line is in an Electrified State, all Stations on the said Line are considered Blocked if the Moving Player is carrying any Metallic Tokens at the start of eir Movement Phase. 6. Reword Rule 1.8.15, and move it to the new Section 1.x as Rule 1.x.4: Rule 1.x.4 - Not So Fast There! A Player may perform the pre-Move Action "[: Speed Limit: ]" to put such a Limit in effect. If a Line has a Speed Limit, no Player with a LV of more than may Move through any part of the said Line, unless eir Charge is greater than +100% or less than -100%, in which cases eir LV may have a value of up to twice the Limit. The cost of performing this Action is an amount of Blue Tokens equal to the difference between the previous Speed Limit and the new Speed Limit. 7. Reword Rule 1.9.4, and move it to the new Section 1.x as Rule 1.x.5: Rule 1.x.5 - Power Failure! During eir Turn, a Player may perform the post-Move action "[:Power Failure!]", where "" is the Line Code of the Actioning Player's most recent Move. When this is performed, the specified Line suffers a Power Failure for one Round. If a Line has had a Power Failure:- * Any Piece Moves which start or end at a Station on that Line, or which pass through a Station on that Line, are deemed to be Invalid, with the exception of "Walking" Actions. * No Player situated at a Station on that Line may perform a Straddle. 8. Reword Rule 1.9.7, and move it to the new Section 1.x as Rule 1.x.6: Rule 1.x.6 - Soap on the Tracks. During eir Turn, any Player may perform the post-Move action "[ Soaped]", where "" is the Line Code of the Actioning Player'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. 9.In Rule 1.1.2 - A New Game, change * The Circle Line is in its Normal State. to * All Lines are in their Normal State. 10. In Rule 1.4.33 - Zzzzzzzzzzap!, change If the Circle Line is in an Electrified State, all Electric Possessions are Off. to If a Line is in an Electrified State, all Electric Possessions carried by Players whose Pieces are on the said Line, are Off. 11. Repeal Rule 1.8.5. 12. Replace: ----------------------------------------------------------------------------- Action ('#' if Singular) Phase Rule Dur Cost Gain FR ----------------------------------------------------------------------------- [Circle Line: Normal] Post 1.8.5 20 2Bu [Circle Line: (Anti)Clockwise] Post 1.8.5 20 2Bu,1Si [Circle Line: Electrified] Post 1.8.5 20 2Re,2Bu,1Si [Power Failure! ] Post 1.9.4 20 3Re (L0) [Power Restored ] Post 1.9.4 (L0) [Soap on ()] Pre 1.9.7 2Bu (L0) [Speed Limit on : ] Pre 1.8.15 none varies with: ----------------------------------------------------------------------------- Action ('#' if Singular) Phase Rule Dur Cost Gain FR ----------------------------------------------------------------------------- [: Normal] Post 1.x.1 20 2Bu (L0) [: One Way: ] Post 1.x.2 20 2Bu,1Si (L0) [: Electrified] Post 1.x.3 20 2Re,2Bu,1Si (L0) [: Power Failure!] Post 1.x.5 20 3Re (L0) [ Soaped] Pre 1.x.6 2Bu (L0) [: Speed Limit: ] Pre 1.x.4 none varies (L0) { Power Restored is not necessary, as Power Failure! is a one round thing. } ------------------------------------------------------------------------------ Proposal 865 - Reordering the deck [Mulitple] Create a new Rule 1.1.x - Order of Play When one or more Players join a game the Speaker shall determine the Order of Play by adding each Player to the Game such that the number of times a Player follows the same Player across all Games is minimised. Within the above contraint the Order of Play should be random. This Rule takes precedence over Rule 1.1.7. In Rule 1.1.2 - A New Game replace the paragraph: When a Game has at least three Players (including the Drone), the Order of Play is determined at random by the Speaker and announced to the list. That Game then commences. with: When a Game has at least three Players (including the Drone), the Order of Play is determined by the Speaker according to Rule 1.1.x and announced to the list. That Game then commences. In Rule 1.1.8 - Joining In replace the sentence: When a new Player joins a Game already in progress, eir position in the Playing Order shall be determined by random selection. with the paragraph: When a new Player joins a Game already in progress, the Speaker shall determine er position in the Playing Order according to Rule 1.1.x. { Attempting to reduce situations of the form: Rushton moves in 3 Games simultaniously which means it is Garden's turn in those 3 Games (thus putting pressure on Garden). } ------------------------------------------------------------------------------ Proposal 866 - Ostrich-Stretching Time [Multiple] { A bit of tweaking to the Ostrich rules, since they're a shade too flawed to be playable at the moment, and it'd be nice to try a game of it at some point (maybe in the recently-vacated Rushton Lounge?). } 1. Stunt the Ostrich [Amendment] In Rule 4.3.2 (Ostrich Actions), reword the last paragraph from:- 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. to:- If the Ostrich shares a Station and Line with another Player, it may perform the Action of "[Pecking ]", where Player is that Player. The Pecked Player loses a single Edible Possession (if e has any) of the Ostrich Stick holder's choice, has eir LV halved (rounding up), and may not perform the Action "[Pouncing Ostrich]" during eir next Turn. { Rendering it a bit more playable; the current wording will get confused if the Game lacks the necessary Wild Station, and the idea of a Pecked Player losing a Possession to the Ostrich Stick Holder seems rather unfair and bizarre. } Also replace the "x.x.x" references, in that Rule, with "4.3.2", and halve the cost of Pecking to one Red Token. 2. Suited and Booted [Enactment, 4.3] A "Kneecaps" Possession exists, purchaseable for four Bronze Tokens from any Station which sells Emporia items (see Rule 1.4.18). Kneecaps are Garments. A Player wearing Kneecaps may not be Pecked by the Ostrich. { I admit I never caught any of the Hunt the Ostrich games on ISIHAC; I trust that kitting up for Ostrich-hunting was more or less the point of Kneecaps? } 3. I Think Not [Enactment, 4.3] The Ostrich may not Wear Garments, except for Hats. { Well. } ------------------------------------------------------------------------------ Proposal 867 - Stay on Target... [Multiple] 1. Summing Up [Amendment] Reword the second paragraph of Rule 1.10.0 (Target Practice) from:- 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. to:- Each of these Actions may only be performed if the Actioning Player shares a Station and Line with the Targetted Player, and if it is performed as the first Post-Move Action of a Turn (unless otherwise specified). 2. Always Try To Do Things In Chronological Order [Amendment] To the end of Rule 1.10.2 (Line 'Em Up, Knock 'Em Down), add "This Action may only be performed as the *second* Post-Move Action of a Turn." 3. Clampdown [Multiple] Move all the Clamp Rules from Section 1.10 to Section 1.4 (Tokens and Possessions). { It feels more intuitive to be able to Clamp at whim, and as things stand the Clamp-removal Actions are rather out-of-place. It seems foolish to move them elsewhere by themselves, and personally I always look in the Possessions section for Clamps anyway. Heavy multi-clamping is a bit of an issue, but - as I've demonstrated in the past - detonating a Suspect Package beneath yourself is a cheap way to get rid of them all and to inconvenience the Clamper (more so in that he's just spent a load of Tokens Clamping you). } ------------------------------------------------------------------------------ Proposal 868 - Millennial Tension [Multiple] 1. Let's go to the Dome, Simone [Enactment] A Player may perform the Action "[Visiting Millennium Dome]" for free, if e is situated at North Greenwich and if the date in real life is either the 31st of December 1999 or the 1st of January 2000. Upon performing this Action, e gains two thousand Gold Tokens. This Rule will repeal itself on the second of January 2000. { Should be entertaining. It was going to be "Upon performing this Action, e Wins the Game.", but the idea of non-MC victories in what may well be proper-MC games seems wrong. Two thousand Golds should probably help a bit, anyway, I expect... } 2. Exorcism [Amendment] In Rule 1.11.6 (If Your Mansion House Needs Haunting), remove "The Millennium Dome" from the list of Ghost Stations. { North Greenwich is actually the Station to use to get there, according to the London Transport site... } ------------------------------------------------------------------------------ Proposal 869 - Fare's Fair [Amendment] Reduce the cost of the "[Visiting ]" Action to four Bronze Tokens. { Six is a bit steep, particularly when it's so easy for other Players to delay the train. The rarity of this Action's usage suggests that something needs changing, and I'm hesitant to repeal it entirely. } ------------------------------------------------------------------------------ Proposal 870 - Mend the Gap [Amendment] Reword Rule 1.8.7 (Gapminding) to:- A Player may perform the Action "[Mind the Gap]" or the Action "[Ignore the Gap]", to put the Game in and out of a "Gapminding" State, respectively. While such a State is in effect, the "[Line Change]" Action may not be performed. This State is indicated in Disruptions by the string "Gapminding" { The current wording blathers on about the sequence of Mind and Ignore Actions, which is rather obsolete now that we've got the Disruptions box. Rewording the effect of the thing to "no Line Changing" is probably a bit simpler, too, unless I've overlooked something horrible. } ------------------------------------------------------------------------------