----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Thirty-Two ----------------------------------------------------------------------------- Proposal 942 - Denial in the Lion's Den [Multiple] [Amendment: Half and Half] Amend Rule 1.18.4 (Deny Everything!) such that it's second from last paragraph reads thus: Such a Denial Action may only be played after the Player who is attempting to complete the Manoeuvre has played the penultimate Move in that Manoeuvre ie there is only one Move remaining before completion. The Denying Player gains the reward for completing the Manoeuvre instead. { Comment: there's actually very little incentive for Denials at the moment, especially for some of the more trivial Gambit rewards (anything with but a single Token really isn't worth it). } [Enactment, Section 2.6: A Likely Story] A Player may not Deny a Manoeuvre played by a Team mate. { Comment: ... particularly if the Denying Player is mysteriously ineffective in eir Denial. } [End of Denial in the Lion's Den] ----------------------------------------------------------------------------- Proposal 943 - Calling Dr. Spin [Multiple] Rule 1.17.x - A Close Call The Call of a Station is equal to the number of non-overlapping Line Segments emanating from the Station. For instance, the Call of Camden Town is 4, while Baker Street has a Call of 10, and Brixton has a Call of 1. The Call of a Ghost Station is 0. Rule 1.17.x - Spin Doctors The Spin of a Move is equal to the LV of the Move multiplied by the Call of the Station Moved to. The Spin of a Station is equal to the Spin of the latest Move to that Station. Until a Station has been Moved to in a Game, its Spin equals its Call. [No, I haven't the faintest idea about what to do with these terms, but that may come.] ----------------------------------------------------------------------------- Proposal 944 - A New Kind of Sucker [Multiple] [Amendment: Beats As It Sweeps...] Add the following possession to the table in Rule 1.4.18 (The Emporium): | Vacuum Cleaner | 6 Br | Large, Electrical | [Action: Vizhke's Voracious Vacuum] Action: [Vacuuming ] Phase: Post-Move Duration: 15 mins Cost: none If a Player is carrying a Vacuum Cleaner Possession, e may perform the Post-Move Action of "Vacuuming ", where "" is any Station which the Actioning Player's Piece has passed through, or started or ended eir Move at, and which contains a Token Stack. This has the effect of picking up all the tokens in the nominated token stack in one go. The [Vacuuming] Action may not be performed in the same Turn as a [Claiming] Action. Underground Stations are not, despite the best efforts of the staff, particularly clean places. When a Vacuum Cleaner is used, it will pick up various detritus alongside the Tokens desired and eventually it will fill up. To indicate this fact, each time that the Action is played an asterisk is appended onto the Vacuum Cleaner possession used in the luggage rack - these asterisks indicate how full the Vacuum Cleaner is, and as such are transferred with the Vacuum Cleaner should its ownership change. Once the Vacuum Cleaner has three asterisks next to it, it is considered full and is destroyed. [End of A New Kind of Sucker] ----------------------------------------------------------------------------- Proposal 945 - Anti-MC [Special Ruleset] { Comment: I've assumed that this variant should go in Volume 4, since its goal is quite manifestly at variance with the aim of winning by playing MC. } Rule 4.x.1 - Own Goals Allowed In an Anti-MC Game, the Winner is the last Player to Move to Mornington Crescent. If a Player Moves to MC, e has lost. Eir Piece is removed from the board, eir name is parenthesised in the Token Table, all eir possessions are discarded, and e takes no further part in the Game. { Comment: the name remains in the token table to allow points to be tallied more easily at the end. } Rule 4.x.2 - Accept No Substitutes Once a Game has begun, no further Players may join without the consent of all other Players in that Game. After any Player has lost, no further Players may join under any circumstances. Rule 4.x.3 - Open House Mornington Crescent is considered to be open, so that Opening MC does not need to be played in order to Move there. All Station, Lines and Line Segments are considered to be Open at all times of day, and no Lines are considered to be Under Construction. Rule 4.x.4 - Passage to East India Players may not Pass or Farkle unless forced to do so by circumstances beyond their control. In other words, if a legal Move is open to them, then they must play it. Rule 4.x.5 - Grrr! Aaaargh! All aggressive Actions, whether direct or indirectly in their effect on Players, have their costs reduced by two tokens. Rule 4.x.6 - Please Leave Your Seven League Boots Outside Players may not play the Action of [Home] other than on eir first Move. They may also not play the Action of [Wild]. Rule 4.x.7 - Droning Off There is no Drone. [End of Anti-MC]