----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Twenty-Three ----------------------------------------------------------------------------- Proposal 897 - Did You Spill My Podumes? [Multiple] Replace the word "Stribble" with "Topple" throughout the Ruleset, and rename Rule 1.7.55 (Stribble me Timbers) to "Did You Spill My Podumes?". { A more intuitive term; I keep expecting Stribbling to be a Piece-mover, along the lines of Straddling and Striling. I'd rather see Stribbling freed up for something else, and Toppling (an idea I'd been meaning to include for a while, but which seems eminently covered by Stribbling) written in. } ------------------------------------------------------------------------------ Proposal 898 - Block Block [Multiple] 1. Tetris [Amendment] In Rule 1.9.1 (Basic Blocks), replace "is a Station adjacent" with "is an unoccupied Station adjacent". { Too powerful, otherwise; a single Red to paralyse someone is quite harsh, even more so if done after a Clamp and Straddle-to-adjacent-Station. Ugh. This takes it back to how things used to be, anyway. } 2. Lucky the Guys Told Me My Bedroom Was On Fire [Amendment] In Rule 1.9.2 (Escalator Fires), replace "is a Station which" with "is an unoccupied Station which". { Noticing a Fire at an occupied Station is rather silly. Not to mention rather powerful. } ------------------------------------------------------------------------------ Proposal 899 - Nomic Nostalgia [Enactment] Each Player who voted AGAINST this Proposal gains ten Kudos. The Speaker shall select a random Player who voted FOR this Proposal - that Player gains twenty Kudos. This Rule will then repeal itself. { Sorry, I'm just at a loose end and harking back to the days of "proper" Nomic being-at-a-loose-end malarkey. A bit meaningless when Kudos doesn't count for anything, but still. } ------------------------------------------------------------------------------ Proposal 900 - Free for All [Enactment] Create a new section /------------------------------------------------------------------------------\ SECTION 2.x - Free for All \------------------------------------------------------------------------------/ Rule 2.x.1 - Free for All In Free for All no restriction is placed on the order Player's make Turns. A Player may make one or more consecetive Turns. However each Player must wait for a minimum of 36 hours (excluding weekends) between each of eir Turns. If an event is said to last for one Round then it lasts to the start of any Player's second Turn since the event started. The Turn which caused the event counts as that Player's first Turn. If an event lasts for n Rounds then n+1 turns must be made by any Player before the event ends. Rule 2.x.2 - Rule by Force If no Player has made a Turn for 72 hours (excluding weekends) then any Active Player may announce to the list that the Game is being Forced, e then becomes the Forcing Player. When a Game is being Forced the Active Player who has taken the longest time since eir last Turn becomes the Forced Player and must make the next Turn. If the Forced Player doesn't make a Turn within 36 hours (excluding weekends) the Forcing Player may make a Turn for er. The only restriction placed on this Turn is that is must not include the [Giving Tokens to ] Action. If the Forcing Player does not make a Turn within 36 hours then any Player may make a Turn for the Forced Player as long as it does not contain the [Giving Tokens to ] Action. The Game stops being Forced when the Forced Player makes a Turn. If the Forced Player becomes Inactive a Turn may still be submitted for er. { Note that Players can still be timed out after 36 hours (and hence can't make another Turn for 36 hours). } ------------------------------------------------------------------------------ Proposal 901 - Why can't I make 23 consecative Turns? [Enactment] Add to the end of Rule 1.3.2 - Playing Sequence No Player may make two consecative Turns. If there is only one Active Player in a Game and that Player has made the most recent Turn then the Game will go on hold until another Player becomes Active. At that time it becomes the Turn of the newly Activated Player. Add to the end of Rule 1.1.1 - How to Win If there is only one Active Player in a Game then the Win must be confirmed by the Speaker. The Speaker may Buzz the Turn if e feels it is invalid. If there is only one Player in a Game then it should be abandoned. ------------------------------------------------------------------------------ Proposal 902 - Shared Stories [Enactment] I propose this new section: /------------------------------------------------------------------------------\ SECTION 2.x - Shared Stories \------------------------------------------------------------------------------/ Rule 2.x.1 - Tell a Story Shared Stories is an annotated game of MC, in which Notes are compulsory. The compiled Notes of a game must constitute a continuous story. Each Player's Note for a given Turn must consist of a number of words equal to eir LV at the end of eir Turn. The winning Player must finish the story with eir submitted Note. ------------------------------------------------------------------------------ Proposal 903 - Solipsism [Enactment] /------------------------------------------------------------------------------\ SECTION 2.x - Solipsism \------------------------------------------------------------------------------/ Rule 2.x.1 - Me, Myself and I In Solipsism, all Players share the same Piece, and there is no Drone. Since no two Pieces can share a Line or Station (as there is only one Piece), all Actions having such a requirement are void. Each Player has eir own Home Station, LV, Charge and Tokens. The [Home] Action may not be played more than once by each Player. ============================================================================== These Proposals have been reproposed from Week 22. ============================================================================== Reproposal 904 - Busy Buzzy Bee [Multiple] Reword Rule 1.16.1 - One Good Turn A Turn may be Legal, Questionable, Illegal or Mistimed. Turns are Legal by default; if the most-recently taken Turn is Legal play may continue as normal. If a Turn is not Legal, play may not continue until the Turn has been established as Legal or Illegal. All Turns following a non-Legal Turn are deemed Mistimed. If a Turn is Illegal it, and all Turns that follow it, are deemed never to have occurred and play continues from the most recent Legal Turn. { Mistimed Turns become Legal if the Buzzed Turn becomes Legal, so Buzzing is not an underhand way to retake a regretted Turn. } In Rule 1.16.2 - Buzzing replace the sentence If a Player believes that another Player has made a Turn which is not in accordance with the Rules being used for that Game, and if no more than three other Turns have been made since, e may Buzz that Turn. with If a Player believes that another Player has made a Turn which is not in accordance with the Rules being used for that Game at the time the Turn was subbmitted, and if no more than three other Turns have been made since, e may Buzz that Turn. { Stops Turns being Buzzed that were valid at the time taken, but not after a Ruleset change. } Add to the end of Rule 1.16.2 - Buzzing If a Turn is currently being Buzzed then no further Buzzes can be made in that Game. ------------------------------------------------------------------------------ Reproposal 905 - Charge Matching [Amendment] Remove the phrase "if charge does not match" from the [Opening MC] Action in the Action table. { I don't know what this means, but I can't find any reference to it in the rest of the Ruleset so I'll assume it's a hang-on from some earlier Rule. } ------------------------------------------------------------------------------ Reproposal 906 - Y2K bug [Enactment] Rule 2.1.x - Y2K bug Rule 1.7.62 (Let's go to the Dome, Simone) does not apply to the Long Game. This Rule will repeal itself on the second of January 2000. ------------------------------------------------------------------------------ Reproposal 907 - No Walkouts [Amendment] Rewrite Rule 1.8.6 - Loop the Loop A Game may be in one of several Loop states, each of which must have the following defining features:- * One or more Trap Stations. * A Sidestep Action to allow a Player to avoid being drawn into the Loop. * A Terminate Action to allow a Player to end the Loop. If a Player finishes er Turn at a Trap Station and is not at the same Station e started er Turn at then the Game enters the Loop associated with that Trap Station. The Game does not leave the Loop until the Terminate Action for that Loop is made. When a Game is in a Loop, a Move to any Station other than the Next Station in that Loop is an Invalid Move, and a Special Move to the next listed Trap Station for that Loop is permitted (if no more are listed, a Special Move to the first in the list is permitted). If a Player performs the Sidestep Action, e ignores the Loop for the remainder of eir Turn. { At the moment if a Player is Timed out at a non-Trap Station or (possibly) Walks away from a Trap Station the Loop ends. } ------------------------------------------------------------------------------ Reproposal 908 - Baker Street [Special Ruleset] { Perhaps this would make the Game a little less intimidating to potentially new Players; by playing with a highly cut-down set of Actions, the Game becomes a lot simpler, and this is probably quite a good way to get a taste for things. Even if we're not able to run a Baker Street Game continuously, I think the presence of one such Game in the archive should be enough to convince passers-by that the Game *is* quite simple, at heart. } 1. Elementary, My Dear Watson! [Enactment] The Baker Street Variant is a much-simplified version of the game, intended for Players who are new to the game (or who fancy a little relaxation). Although very similar to the Vanilla game in premise and style, it carries a few notable restrictions, most prominently the greatly reduced number of possible Actions. 2. Limited Actions [Enactment] The following Actions are the only ones which may be performed in a Baker Street Variant. (Note that "[Rent to ]" is the only Action to have an altered Token cost.) ----------------------------------------------------------------------------- Action ('#' if Singular) Phase Rule Dur Cost Gain FR ----------------------------------------------------------------------------- [Applauding ] Neut 0.9.4 none [Blocking ] Post 1.9.1 1Re (S1) [Home] Pre 1.12.4 30 [Home: ] Neut 1.12.2 none [Line Change] Pre 1.5.11 none 1Bk [LV+X] Pre 1.6.1 [LV-X] Pre 1.6.1 [Opening MC] Neut 1.7.28 3Go if Charge does not match [Rent to ] Pre 1.12.3 4Any [Shunting to Post 1.10.1 1Re (S0,L0) ] # [Taking a Bow] Neut 0.9.4 none [Token Running] Neut x.x.x 1 Go ------------------------------------------------------------------------------ 3. Gaslamps [Enactment] In a Game of Baker Street, neither Charge nor Currents are used. 4. Modesty [Enactment] Players neither gain nor lose Points for partaking in a Baker Street Game. 5. Token Running [Enactment] A Player may perform the Action "[Token Running]" if eir Piece is situated at a Terminus Station outside of Zone 1, and if e has not performed the "[Token Running]" Action at that Station earlier in the Game. Upon performing this Action, e gains one Gold Token. { Ah, nostalgia. This seems like an appropriate Gold mechanism for such a simple variant, anyway. } ------------------------------------------------------------------------------ Reproposal 909 - Flat-Earth Society [Multiple] Repeal all Rules of Section 2.5 (Spherical Projection), and remove the Section from the Ruleset. ------------------------------------------------------------------------------