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The discussion lounge for Mornington Nomic, named in honour of the game's founder Kevan Davis.

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From <DELLIS@U...> Fri Jan 15 03:35:08 1999
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Just a quick test. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <DELLIS@U...> Fri Jan 15 04:01:41 1999
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And let's try that again, after I've received the joining notice. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <DELLIS@U...> Fri Jan 15 06:42:48 1999
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At least these seem to be getting through to the home account... 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <DELLIS@U...> Fri Jan 15 12:27:51 1999
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--=_ORCL_31751959_0_0
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Well, it didn't work so I suppose I should send it here instead. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>


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--=_ORCL_31751959_0_0
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Date: 15 Jan 99 12:27:15
From:"Dunx (Duncan Ellis)" <DELLIS.UK.ORACLE.COM>
To:MCNomic
Subject:MN: Game States w/e 15/1/99
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Just on the off chance that this gets through when nothing else seems to
have 
done for the last couple of days, here are the current game states. 

As of 12:32 GMT 15/1/99 the game states were as follows: 

Game List Rules To Play Last Move 
------------------------------------------------------ 
11 MN-L Long Jon 11-January-1999 15:13 
12 MN-C Vanilla PaulWay 15-January-1999 12:20 [1] 
13 MN-G Flag not in play 
14 MN-B CF 84 dave 11-January-1999 16:09 
15 MN-R Rutts dave 12-January-1999 08:01 

[1] a bit cheeky, since I've only just sent my move. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>


--=_ORCL_31751959_0_0--
From <DELLIS@U...> Mon Jan 18 04:55:15 1999
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Subject: MN: Emergency Proposal 29 - Passed
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I've just remembered - one of the messages which was lost to the foobar list 
was my notification of what happened with EP 29. It has been uploaded onto 
the web site, though. 

Just for the record though, here is the summary - 

---------------------------------------------------------------------------- 
Raised by Dunx, 17/12/98 
Reissued by Dunx, 12/01/99 (due to uncertain status) 
PaulWay voted FOR - it passed. 
---------------------------------------------------------------------------- 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <DELLIS@U...> Mon Jan 18 04:55:26 1999
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Players: 

These are some of my thoughts following on from dave's suggestion about 
reorganising the ruleset. I apologise in advance for the lecturing tone and 
the length, but I'm just trying to get a handle on things. 

First of all, we need to identify why we might want to reorganise the
ruleset. 

The oft-stated goal of this game is to produce a set of rules for MC, and to 
achieve that goal satisfactorily the ruleset should be readable straight 
through, in a similar way to the rules for a standard game (board game, 
roleplaying game, whatever). 

What is it that makes such rulesets readable? Several things, I think [MN 
comments are bracketed thus]: 

a) progressiveness - the basic concepts are always explained first 

[I reckon this is one of the most fundamental conflicts between the 
'readable ruleset' goal and the way a Nomic is played, since Rules 
tend to get added to a Nomic ruleset in time order. 

[The use of sections in the MN ruleset ameliorates this effect 
somewhat. Also, an effort has been made to address this further with 
the out-of-sequence rule ordering in some sections, but if anything 
that just makes things *more* confusing. 

[No renumbering Proposal has ever, to my knowledge, been
implemented.] 

b) grouping - similar concepts are clumped together 

[we already have something like this within MN with the sectional 
format, but could this be improved? Made more flexible, perhaps?] 

c) language - most games aim to use the simplest appropriate language in 
order to explain concepts clearly and unambiguously. 

[the language in MN can be a bit high-flown, not to mention 
inconsistent in style (which is largely inevitable in any multi- 
authored document). I know I'm as guilty of prolixity as anyone, but 
there are reasons behind it - trying to cover all the angles is one, 
and attempting to offer hooks for extension is another.] 

d) cross-referencing - related ideas may have links between them. 

[The HTML version of the ruleset goes some way to addressing this, 
but doesn't deal with exclusions and exceptions to a rule. 

[Unfortunately, explicit cross-referencing is anathema to a Nomic 
ruleset, since every single link from one Rule to another needs to
be 
maintained, which places an additional burden on the Proposer.] 

e) indexing - perhaps not for the simpler board games, but if you look
at 
the rules for an RPG or wargame you will find an index. 

[The closest analogue we have to this in MN is the series of Action 
tables, and while these are a very useful, they are incomplete (only 
covering Actions) and quite difficult to use (since you have to know 
which phase the Action operates in beforehand). 

[An index has the same issues associated with it as
cross-referencing, 
unless the index is generated (much as the HTML ruleset is).] 

f) duplication - if an idea is important, it may be explained in brief 
where it is significant with a more detailed explanation elsewhere;
or 
vital information may be summarised in a quick reference appendix. 

[The whole way in which MN is written is intended to eliminate 
duplication, since duplication requires maintenance.] 

How we actually might go about restructuring the existing ruleset to try and 
achieve these goals is beyond me at the moment. 

The stylistic issues can only really be addressed by sensitive copy editing 
(particularly ticklish in a Nomic context because of the importance of rule 
interpretation), but I think we can probably modify the structure of the 
ruleset to make such changes easier to accommodate. 

The following structural ideas occur: 

1. turn the ruleset into a database - I believe William Li did this with the 
Thring ruleset when he was Speaker of that Nomic. Basically, this approach 
means that the Ruleset as distributed is never the master version, but is 
generated by reading through the records in the database. 

The major advantage of this strategy is that renumbering, cross-referencing, 
and indexing all become relatively trivial. The disadvantage is lack of 
transferrability: look at what happened to Thring when William left the game 
(AFAIK it's still dead - any more active Thring watchers out there care to 
correct me? Paul?) 

There are actually lots and lots of counter-arguments to this approach, and
it 
would be tremendously fun to go through them, but then again it's not worth 
the time. 

2. turn the ruleset into native HTML - Kevan had a go at this a while ago,
and 
I think it was generally agreed that it didn't work terribly well (this is 
distinct from the HTML ruleset which is currently published - that is 
generated from the text file version, and will be again as soon as I work
out 
to get the BASIC program which does the conversion to work again). 

The primary perceived weakness at the time seemed to be that each section
had 
its own file. This made downloading and printing harder. 

But possibly more significant is that HTML is not one language - it has 
changed over time, and different browsers work in different ways. At least 
text files are fairly universal. 

3. split the ruleset - this is something dave mentioned, and obviously has a 
resonance with the HTML ruleset idea, but splitting into multiple text files 
makes more sense if we isolate the Nomic and MC components. 

What I would suggest would be three sections: a contents table, the Nomic 
mechanics, and the MC rules themselves. Any generated index pages (see
below) 
wouldn't be considered as part of the ruleset proper. 

4. write more indexing tools - effectively, this is an extension of the 
current text->HTML conversion, where we could write an indexing tool that 
generates one or more indices of the ruleset. 

I was thinking of two different indices - one for the text ruleset which
lists 
section numbers, and one for the HTML ruleset which provides accurate
bookmark 
references. 

The main issue with automatic indexing tools is that they do not know which 
are the important occurrences of particular words. 

5. promote the tables - group the Action, emporium and token tables to make 
them easier to find, and expand them to provide better indexing into the 
ruleset. 


I suppose the answer (as far as there can be a single answer at all) is some 
combination of all of these. 

What do people think? 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From duncan@l... (Duncan Ellis) Tue Jan 19 13:44:40 1999
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From: duncan@l... (Duncan Ellis)
To: l-nomic-d@egroups.com
Date: Tue, 19 Jan 1999 21:33:13 GMT
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Subject: MN: Year 2, Week 37 Proposals
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-------------------------------------------------------------------------=
-------
MORNINGTON NOMIC

Proposals for Voting on in Week Thirty-Seven
-------------------------------------------------------------------------=
-------

Proposal 581 - Frozen P's [Multiple]

{ Comment:
This is an attempt to implement the moratorium state that dave =
suggested.
Given that the purpose of such a moratorium is to prevent gross Ruleset
changes so we can get on and play test, there are to my mind two ways =
of
introducing such a moratorium:
1. ban all Proposals, relying on EPs to fix the ruleset
2. ban new Rules only, preventing only new features but allowing the
normal process for ruleset fixes.

I've gone for the second option, since this has a lower impact on which
parts of the ruleset have to be suspended (Kudos can be kept active, =
for
example), and also permits the new Proposal type described below.

Note that this Proposal does not cause a moratorium to be declared
immediately, it merely introduces the mechanism for such a thing.
}

[Amendment: The Ice Age Starts Here]
Amend Rule 0.4.1 (Proposals) by adding the following Proposal types:

* Freeze - To place Mornington Nomic in the Frozen state.
* Unfreeze - To place Mornington Nomic in the Fluid state.

[Enactment: The Ice Man Cometh]
Mornington Nomic shall have an overriding state which may be either Fluid
or Frozen. The current value of this state shall be published on the
Mornington Nomic web site by the Speaker.

The effect of these state values is to control which Proposal types are
valid, as follows:

* Fluid - all Proposal types are valid except for Unfreeze.
* Frozen - Enactment, Action, Special Ruleset and Freeze Proposals are =
not
valid.

If a currently invalid Proposal type is contained within a Multiple
Proposal, the whole Multiple Proposal shall be considered invalid.

This Rule takes precedence over Rule 0.4.1 in specifying which types of
Proposals may be submitted.

[Enactment: Ground State]
On enactment of this Rule, Mornington Nomic Nomic shall be placed in
the state of "Fluid". This Rule shall then repeal itself.

{ Comment:
Anybody care to guess what Gaseous might mean?
}

-------------------------------------------------------------------------=
-------

Proposal 582 - Overcharged [Enactment]

In Turin '57, the Rules for and effects of Charge shall only be applied
if Current information (as defined in Rule 1.19.1) is available for the
nominated Map. Otherwise, all references to Charge and Current shall be
ignored.

{ Comment:
This should (rather obviously) be placed in the Turin '57 Special
Ruleset.
}

-------------------------------------------------------------------------=
-------

Proposal 583 - It's Pining For the Fjords [Multiple]

[Amendment: It Has Shuffled Off This Mortal Coil]
Amend Rule 0.10.1 (The Lounges) such that the address of the Discussion
Lounge is changed to read thus:

" The Discussion Lounge - l-nomic-d@eGroups.com"

=46urther, change the last paragraph to read thus:

"To subscribe to any of the Lounges, send a blank email to
"l-nomic-<Lounge>-subscribe@egroups.com", where "<Lounge>" is the
appropriate letter."

[Amendment: It Has Joined the Choir Invisible]
Amend Rule 1.1.2 (A New Game) to add the following text:

"If a New Game does not achieve the conditions required for it to begin,
and it does not seem likely that it will in the near future, then the
Speaker may declare that Game to be void and is permitted to start a
fresh Game in its place."

{ Comment:
Inspired, it will come as no surprise to hear, by Game 13 and it's long
lingering beginning.
}

-------------------------------------------------------------------------=
-------

Dunx
--
Ceci n'est pas un .sig

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From duncan@l... (Duncan Ellis) Tue Jan 19 13:44:54 1999
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From: duncan@l... (Duncan Ellis)
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Date: Tue, 19 Jan 1999 21:33:11 GMT
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Subject: MN: Year 2, Week 37: Voting Results on Week 36
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-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie miKi Paul Riff
- KUDOS ---------------------------------------------------------------

Initial: 1 38 3 0 0 16 12 16
Halved: 0 19 1 0 6 8
---------------------------------------------------------------
FOR Votes: +0 +0 +0 +0 +0 +0
AGA Votes: -0 -0 -0 -0 I I -0 +0
Decisiveness: +0 +0 +0 +0 n n +0 +0 [a]
Voting/Own: -0 -0 -0 -0 a a -0 -0
c c=20
EP FOR Votes: +0 +0 +0 +0 t t +0 +0
EP AGA Votes: -0 -0 -0 -0 i i -0 -0
Finger/Pulse: +0 +0 +0 +0 v v +0 +0
e e=20
Award Ceremony: +0 +3 +0 +0 +0 +0 [b]
Kudos Gifts +0 +0 +0 +0 +0 +0
---------------------------------------------------------------
This Week: +0 +3 +0 +0 +0 +0

Final Kudos: 0 22 1 0 6 8

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie miKi Paul Riff
-----------------------------------------------------------------------

[a] difficult to be decisive when there have been no Proposals to Vote
on, but I am following precedent.

[b] Ruttsborough Award - none
IMCS Clarity Award - none
CAMREC Cleanup Award - none
Mrs Trellis Award - none
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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I've been having a few thoughts about other ways we could play Mornington 
Nomic, in particular about some Special Rulesets which strike at the core 
of the Game - how we move Pieces around. 

In the beginning, a fundamental decision was taken about the MC part of 
Mornington Nomic: that each player should have one piece, and that this 
Piece should follow the Lines on the Map (Y1W1, Proposal 009 - Keeping The 
Piece). Despite all the innovations with Actions, Tokens, Charge, and all 
the other gubbins that has accreted around the Game, this primary assertion 
has remained unchanged (reworded, perhaps, but not changed). 

So we have a game where one piece moves around the map in a manner not 
dissimilar to games such as Ludo or Monopoly (in may ways more interesting, 
to be sure, but not all that fundamentally different). 

I was wondering what the game would be like if we followed a different leg 
of the Trousers of Time. A couple of ideas for alternative models - 

1. "a bit like Go" - in Go, the player can place pieces ('stones') anywhere 
on the board, the aim being to form self-sufficient islands of these stones 
(termed 'armies') - any army which has no free space around it (breathing 
room, if you will) is removed from the board, those stones being considered 
to have been captured by your opponent. 

Go can be viewed as a model of the problem of lines of supply in a military 
campaign, where an army can only survive if it has some room around it. 
Could something like this be made to work on the Map? 

The big disadvantage with a Go-like game is that the current GSD format is 
inadequate - it would be very easy to end up with a list of all the stations 
on the Map. 

I also don't know what the object of the Game might be in this context. 
Building an arny surronding MC seems a little easy. 

2. "a bit like chess" - rather than just one piece, each Player is given 
several, which all start the Game on the Map. Different Pieces could have 
different powers (only knights could Strile, for example). The object of 
the Game becomes either to move your chief piece to MC, or to capture your 
opponents' chief pieces. 

3. leaving a trail - Moves are as currently, but each Move leaves a Piece 
at the previous location. There could be rules on line of sight between 
Pieces of the same Player, which could be disrupted by other Players' 
Pieces and such things as Blocks (I don't know where discontinuous moves 
such as Straddle or Wild fit in here). 

I suppose this could be a way of implementing the Go idea - each Move is 
persistent and when there is line of sight then those Pieces are part of 
the same army, but when a discontinuous Play breaks line of sight or it is 
disrupted by another Player's actions then a new Army is formed. 

What do people think? Any other ideas? 

Or is this just an example of the kind of thing that any moratorium is 
intended to prevent? 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <WayperP@p...> Wed Jan 20 18:15:38 1999
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> -----Original Message-----
> From:	Dunx (Duncan Ellis) [SMTP:DELLIS@U...]
> Sent:	Thursday, January 21, 1999 2:28 AM
> To:	l-nomic-d@egroups.com
> Subject:	MN: Alternative Game Structures
> 
> What do people think? Any other ideas? 
> 
One other possibility is that you have a main Piece, and subsidiary objects
('pegs' comes to mind) which you can use as part of your play.

I have to admit, though, I prefer the idea of making Mornomic act like the
ISIHAC team and York-style MC over making another completely different game
which is related to MC only by playing on the LU. I'll admit, I'm slack in
not proposing more things and fulfilling my first objective, but I'd rather
just play at the moment - I'm rather happy with the idea of getting used to
the ruleset as it is now rather than trying to play in the face of
constantly shifting objectives. (Mutters something vaguely intelligble
about basing one game's strategy on the use of the Token Running action
which someone then repealed, despite my vote against. Or something.)

As ever,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
If it doesn't seem to work, contact me and I'll fix it. (c) 1998 PJW



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From <DELLIS@U...> Thu Jan 21 02:54:52 1999
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>> What do people think? Any other ideas? 
>> 
>One other possibility is that you have a main Piece, and subsidiary objects 
>('pegs' comes to mind) which you can use as part of your play. 

That chimes quite nicely with some of my own ideas - a kind of mix between 
the chess and 'trail' approaches. Interesting. 

> ... I'd rather 
>just play at the moment - I'm rather happy with the idea of getting used to 
>the ruleset as it is now rather than trying to play in the face of 
>constantly shifting objectives. 

That's fair enough. If you want a relatively static ruleset for a bit, I 
would suggest voting for the moratorium proposal (Frozen P's). 

What I was suggesting, though, was a rather more radical series of Special 
Rulesets rather than a complete restructuring of the 

As to the relationship between MN as it is now and ISIHAC/York... well yes, 
but yet and at the same time, no - I don't think there is necessarily any 
consensus about how many pieces are on the board under the control of a 
particular player. In fact, I would suggest that some of the more complex 
token loading and logic map manoeuvres would be unplayable in anything 
except a multi-piece world. 

Still, it sounds like I should restrict my ventures along the wilder shores 
of game mechanics for the moment. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From David Kenning <KenningD@w...> Thu Jan 21 12:14:40 1999
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>1. "a bit like Go"

This is a very interesting idea. I've never played Go, but I'm vaguely
familiar with the idea of it, and I think it offers some very interesting
possibilities. Perhaps something along Risk lines would be more feasible --
starting with a small army on an outlying station and building and spreading
towards MC (or any other specified goal). And instead of taking over groups
of countries, you'd take over lines...

>Go can be viewed as a model of the problem of lines of supply in a
>military campaign, where an army can only survive if it has some room
>around it. Could something like this be made to work on the Map? 

I think it could, but (to state the obvious) it would be difficult.

>2. "a bit like chess"

Again, a very interesting idea. You could even have things like pawn
promotion on reaching zone 6 (very tricky when pawns have a maximum LV of
1), while rooks (or their equivalent) would be able to move any number of
places in a single turn, but only on a single line.....

Obviously, the piece types and move options would have to be thought out
very carefully. I think ultimately you'd probably have to treat this as a
chess variant, rather than a MC variant.

>3. leaving a trail

This idea reminds me of that old arcade game (Worms?) where you have to chop
off your opponent's tail by cunning manoeuvering. I suppose instead of
adding their tail to your own, you could get points and their tail would be
destroyed, and of course, a head on collision would be disastrous.

>What do people think? Any other ideas? 

How about Pacman MC? One player is Pacman, the others are ghosts. You'd have
to do away with most position changing actions, and modify stuff about LV
(maybe have fixed LV). The object would be to travel round the board
collecting apples from various points, the final apple being located at MC.
Hmm, maybe a bit complicated.

>Or is this just an example of the kind of thing that any moratorium
>is intended to prevent?

Well, maybe this isn't the time and place to start introducing big new
ideas, but I'm very interested anyway. Another problem is the small number
of active players at the moment, which would probably make these variations
either uninteresting or unplayable (witness game 13), but it's certainly
worth thinking about for the future.

dave

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From <DELLIS@U...> Fri Jan 22 04:50:12 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@U...>
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As of 12:00 GMT 22/1/99 the game states were as follows: 

Game List Rules To Play Last Move 
------------------------------------------------------ 
11 MN-L Long PaulWay 18-January-1999 13:52 [1] 
12 MN-C Vanilla Drone 20-January-1999 06:19 [2] 
13 MN-G Flag not in play 
14 MN-B CF 84 dave 20-January-1999 09:46 
15 MN-R Rutts dave 22-January-1999 02:51 

[1] ... which was a Time Out. Jon has indicated he isn't going to play a 
Move after all, so it's down to PaulWay. 

[2] friend Drone is currently controlled by dave. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From dunx@l... (Duncan Ellis) Tue Jan 26 12:53:10 1999
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From: dunx@l... (Duncan Ellis)
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Not an extension, just a bit of information - the Week ended at 12:00 GMT=
today
as usual, I just haven't got round to doing the Week End stuff.

I'll do it tomorrow, once the haggis bloat has worn off.

Cheers.

Dunx
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From dunx@l... (Duncan Ellis) Wed Jan 27 14:46:19 1999
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-------------------------------------------------------------------------=
----
No. Proposal Name F P A Q Result
-------------------------------------------------------------------------=
----
581 Frozen P's - 1 - 3 Inquorate [a]
582 Holy Smoke, Batman! - 1 2 3 Inquorate
583 Terminal Bore 2 1 - 3 Inquorate
-------------------------------------------------------------------------=
----

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon Julie miKi Paul Riff
-------------------------------------------------------------------------=
----

581 (Dunx) - PAS - - - - - -
582 (Dunx) - PAS - - - - - -
583 (Dunx) - PAS - - - - - -

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie miKi Paul Riff
- KUDOS ---------------------------------------------------------------

Initial: 0 22 1 0 0 16 6 8
Halved: 0 11 0 3 4
---------------------------------------------------------------
FOR Votes: +0 +0 +0 +0 +0
AGA Votes: -0 -0 -0 I I I -0 +0
Decisiveness: +0 +0 +0 n n n +0 +0 [b]
Voting/Own: -0 -0 -0 a a a -0 -0
c c c
EP FOR Votes: +0 +0 +0 t t t +0 +0
EP AGA Votes: -0 -0 -0 i i i -0 -0
Finger/Pulse: +0 +0 +0 v v v +0 +0
e e e
Award Ceremony: +0 +3 +0 +0 +0 [c]
Kudos Gifts +0 +0 +0 +0 +0
---------------------------------------------------------------
This Week: +0 +3 +0 +0 +0 +0

Final Kudos: 0 14 0 0 0 16 3 4

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie miKi Paul Riff
-----------------------------------------------------------------------

[a] no Votes were received this Week, with the exception of Dunx who
chose to Pass since all the Proposals were eir own.

[b] I'm tempted to award myself three Kudos for at least consciously
Passing, but that smacks of cheating.

[c] Ruttsborough Award - none
IMCS Clarity Award - none
CAMREC Cleanup Award - none
Mrs Trellis Award - none
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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From dunx@l... (Duncan Ellis) Wed Jan 27 14:46:26 1999
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Date: Wed, 27 Jan 1999 22:39:48 GMT
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Subject: MN: Year 2, Week 38 Proposals
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-------------------------------------------------------------------------=
-------
MORNINGTON NOMIC

Proposals for Voting on in Week Thirty-Eight
-------------------------------------------------------------------------=
-------

{ Speaker's Comment: All the Proposals this Week are reproposals of the
Week 37 Proposals (with slightly modified names for the purposes of
uniqueness), since no Votes were cast last Week. Also, no new
Proposals were received (including from the Speaker emself).

If you feel this is an abuse of power, then feel free to raise a Point
of Order, but Rule 0.5.4 says:

"If a Rule fails to reach Quorum, its Proposer may repropose it =
unchanged
during the next Nomic Week."
}

Proposal 584 - Refrozen P's [Multiple]

{ Comment:
This is an attempt to implement the moratorium state that dave =
suggested.
Given that the purpose of such a moratorium is to prevent gross Ruleset
changes so we can get on and play test, there are to my mind two ways =
of
introducing such a moratorium:
1. ban all Proposals, relying on EPs to fix the ruleset
2. ban new Rules only, preventing only new features but allowing the
normal process for ruleset fixes.

I've gone for the second option, since this has a lower impact on which
parts of the ruleset have to be suspended (Kudos can be kept active, =
for
example), and also permits the new Proposal type described below.

Note that this Proposal does not cause a moratorium to be declared
immediately, it merely introduces the mechanism for such a thing.
}

[Amendment: The Ice Age Starts Here]
Amend Rule 0.4.1 (Proposals) by adding the following Proposal types:

* Freeze - To place Mornington Nomic in the Frozen state.
* Unfreeze - To place Mornington Nomic in the Fluid state.

[Enactment: The Ice Man Cometh]
Mornington Nomic shall have an overriding state which may be either Fluid
or Frozen. The current value of this state shall be published on the
Mornington Nomic web site by the Speaker.

The effect of these state values is to control which Proposal types are
valid, as follows:

* Fluid - all Proposal types are valid except for Unfreeze.
* Frozen - Enactment, Action, Special Ruleset and Freeze Proposals are =
not
valid.

If a currently invalid Proposal type is contained within a Multiple
Proposal, the whole Multiple Proposal shall be considered invalid.

This Rule takes precedence over Rule 0.4.1 in specifying which types of
Proposals may be submitted.

[Enactment: Ground State]
On enactment of this Rule, Mornington Nomic Nomic shall be placed in
the state of "Fluid". This Rule shall then repeal itself.

{ Comment:
Anybody care to guess what Gaseous might mean?
}

-------------------------------------------------------------------------=
-------

Proposal 585 - Overcharged (Again) [Enactment]

In Turin '57, the Rules for and effects of Charge shall only be applied
if Current information (as defined in Rule 1.19.1) is available for the
nominated Map. Otherwise, all references to Charge and Current shall be
ignored.

{ Comment:
This should (rather obviously) be placed in the Turin '57 Special
Ruleset.
}

-------------------------------------------------------------------------=
-------

Proposal 586 - It's Still Pining For the Fjords [Multiple]

[Amendment: It Has Shuffled Off This Mortal Coil]
Amend Rule 0.10.1 (The Lounges) such that the address of the Discussion
Lounge is changed to read thus:

" The Discussion Lounge - l-nomic-d@eGroups.com"

=46urther, change the last paragraph to read thus:

"To subscribe to any of the Lounges, send a blank email to
"l-nomic-<Lounge>-subscribe@egroups.com", where "<Lounge>" is the
appropriate letter."

[Amendment: It Has Joined the Choir Invisible]
Amend Rule 1.1.2 (A New Game) to add the following text:

"If a New Game does not achieve the conditions required for it to begin,
and it does not seem likely that it will in the near future, then the
Speaker may declare that Game to be void and is permitted to start a
fresh Game in its place."

{ Comment:
Inspired, it will come as no surprise to hear, by Game 13 and it's long
lingering beginning.
}

-------------------------------------------------------------------------=
-------

Dunx
--
Ceci n'est pas un .sig

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From riffraff@n... (RiffRaff) Wed Jan 27 21:52:38 1999
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I vote Yes for all of them.

--Riff



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From riffraff@n... (RiffRaff) Wed Jan 27 22:03:58 1999
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Damn. Everyone except Dunx, ignore that post.

--Riff



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From David Kenning <KenningD@w...> Thu Jan 28 02:19:25 1999
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> [a] no Votes were received this Week, with the exception of Dunx who
> chose to Pass since all the Proposals were eir own.
> 
apologies for my slackness, but it's been one deadline after another round
here this week...

dave

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From <jefferis@s...> Thu Jan 28 07:00:37 1999
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Right. I'm un-idling very shortly (Monday in fact), at which point 
I'll probably join a few games and propose a few proposals. The 
Long Game and Capture The Flag look mighty enticing...

See you then..

-Graeme.

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From <WayperP@p...> Mon Feb 1 23:26:02 1999
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-----Original Message-----
From:	riffraff@n... [SMTP:riffraff@n...]

Damn. Everyone except Dunx, ignore that post.

What post?

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
If it doesn't seem to work, contact me and I'll fix it. (c) 1998 PJW

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From riffraff@n... (RiffRaff) Mon Feb 1 23:31:17 1999
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>>Damn. Everyone except Dunx, ignore that post.
>
>What post?

This one.

--Riff



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From kevan@s... Tue Feb 2 02:21:13 1999
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Subject: MN: The Prodigal Returns
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Hello again.

The gap minded, I return; Internet access is once again within my 
sights,
albeit a little woozily - enough to keep an eye on my email, return 
to the
Nomic and probably manage a Game or two. I've nowhere near enough 
time or
space at the moment to even consider taking the Speaker trousers 
back (and
Dunx appears to have been doing a fine, fine job of things in my 
absence),
so I think I'll just shuffle into the back row, screech out a chair 
and
join back in as a Player, seeing what the imminent Week-End brings.

Glad to be back,

Kevan


_____________________________________________
Get your free personalized email address at
http://www.MyOwnEmail.com





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From <DELLIS@U...> Tue Feb 2 04:11:44 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@U...>
To: l-nomic-d@egroups.com
X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-22-dellis=uk.oracle.com@returns.egroups.com's message of 02-Feb-99 10:22
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Welcome back, sir. 

I hope the odd speck of paint I've added doesn't offend your eye too much, 
although given your fairly brief absence perhaps I should have thought a 
little longer about the name of the new Lounge. Still - well meant in any 
case. 

See you in the games. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <WayperP@p...> Tue Feb 2 14:57:18 1999
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> -----Original Message-----
> From:	kevan@s... [SMTP:kevan@s...]
> 
So it _is_ somethingorother.com! Kevan, it brings a smile to my face to
know how very like you this is - not particularly boring or ordinary, but
very typical. And I thought you were being metasyntactic.

> The gap minded, I return; [...] so I think I'll just shuffle into the back
> row, screech out a chair and join back in as a Player, seeing what the
> imminent Week-End brings.
> 
Good to hear from you! Glad you've managed to get back to the wonderful,
75% useless world of email.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
If it doesn't seem to work, contact me and I'll fix it. (c) 1998 PJW

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From dunx@l... (Duncan Ellis) Tue Feb 2 15:01:39 1999
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From: dunx@l... (Duncan Ellis)
To: l-nomic-d@egroups.com
Date: Tue, 02 Feb 1999 22:55:07 GMT
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Subject: MN: Year 2, Week 39: Voting Results for Year Week 38
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
584 Refrozen P's 4 1 - 3 Passes
585 Overcharged (Again) 4 1 - 3 Passes
586 It's Still Pining ... 4 1 - 3 Passes
-----------------------------------------------------------------------

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie Kevan miKi Paul Riff
-----------------------------------------------------------------------

584 (Dunx) FOR PAS - - - FOR - FOR FOR
585 (Dunx) FOR PAS - - - FOR - FOR FOR
586 (Dunx) FOR PAS - - - FOR - FOR FOR

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie Kevan miKi Paul Riff
- KUDOS ---------------------------------------------------------------

Initial: 0 14 0 0 0 16 3 4
Halved: 0 7 0 0 1 2
---------------------------------------------------------------------
FOR Votes: +0 +12 +0 +0 +0 +0
AGA Votes: -0 -0 -0 I I +0 I -0 +0
Decisiveness: +3 +0 +0 n n +3 n +3 +3
Voting/Own: -0 -0 -0 a a +0 a -0 -0
c c +0 c
EP FOR Votes: +0 +0 +0 t t +0 t +0 +0
EP AGA Votes: -0 -0 -0 i i +0 i -0 -0
Finger/Pulse: +5 +0 +0 v v +5 v +5 +5
e e +0 e
Award Ceremony: +0 +3 +0 +0 +0 +0 =
[a]
Kudos Gifts +0 +0 +0 +0 +0 +0
---------------------------------------------------------------------
This Week: +8 +15 +0 +0 +8 +8 +8

Final Kudos: 8 22 0 0 0 8 16 9 10

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie Kevan miKi Paul Riff
-----------------------------------------------------------------------

[a] Ruttsborough Award - none
IMCS Clarity Award - none
CAMREC Cleanup Award - none
Mrs Trellis Award - none
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
--
Ceci n'est pas un .sig

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From dunx@l... (Duncan Ellis) Tue Feb 2 15:01:39 1999
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From: dunx@l... (Duncan Ellis)
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

Proposals for Voting on in Week Thirty-Nine
-------------------------------------------------------------------------=
----

Proposal 587 - If Life Gives You Blocks, Make a Blockade [Amendment]

Add the following to Rule 1.9.1 "Basic Blocks"

"A Player may perform the Action [Blocking <Station>] multiple times in =
one
turn, but the cost increases by 1 Red token each time. (i.e., the second
Block costs 2 Re, the third 3, etc...)"

-------------------------------------------------------------------------=
----

Proposal 589 - Enter Stage Right [Amendment]

In Rule 1.18.2 (Gambits And Their Costs), rename the "The Davis Memorial
Manoeuvre" to the "The Davis 'Gap' Memorial Manoeuvre".

{ Comments : Eerily more appropriate than the original, if you know the
background, actually. Hello again, either way. }

-------------------------------------------------------------------------=
----

Proposal 590 - Getting to the Point [Multiple]

{ Comments : An idle muse; to have a points system based on games you've =
won,
affected by the relative points of your opponents. Maybe an
interesting counterpoint to Proposal-slanted Kudos, maybe =
not. }

1. What Do Points Mean? [Enactment; 1.1]

Each Player has a number of Points, which shall be listed on the =
Mornington
Nomic Web page, and which may never be less than zero. If a Player has=
more
Points than any other Player, e is known as the Grandmaster.

Whenever a Player Wins a Game of Mornington Crescent, e gains one =
Point for
every other Player in that Game (other than Team-mates) who had more =
Points
than em, and also gains two bonus Points.

Whenever a Player Loses a Game of Mornington Crescent, e loses one =
Point.

Upon Enactment of this Rule, Points for each Player shall be =
calculated
from existing records of completed Games, Games being considered to =
have
been played in numerical sequence. This paragraph shall then remove =
itself
from the Ruleset.

2. A Little Help From My Friends [Enactment; 2.6]

When a Player Wins the Game, all members of eir Team are also =
considered to
have Won the Game.

-------------------------------------------------------------------------=
----

Proposal 591 - Rewrite (The Title) [Multiple]

{ Comments : Attempting to coax a little clarity into the ruleset; a way
to propose the rewriting of rules, without it counting as =
one
of your three Proposals. I've often not bothered doing =
little
(but useful) rewrites because I've had more pressing things =
to
propose; this seems a nice solution. }

1. Only Twelve Disciples [Amendment]

To the list of Proposal Types in Rule 0.4.1 (Proposals), add (to the
bottom):-

* Rewrite - To rewrite a single Rule, changing style without
altering content.

2. It Could Be More Dramatic, If You Know What I Mean [Enactment]

A Proposal may be of type "Rewrite", proposing to reword a single Rule=
(or
part of a single Rule) in a manner which improves its style and =
readability,
but retains the original implementation and impact of any mechanics in=
that
Rule.

Rewrite Proposals do not count towards a Player's Weekly Proposal =
limit,
but no more than two Rewrite Proposals may be made by a Player in any
one Week.

3. GCSE Coursework [Amendment]

In Rule 0.9.1 (Kudos), add the following element:-

=
+--------------------------------------------------------+---------------=
-+
| Event | Kudos =
Modifier |
=
+--------------------------------------------------------+---------------=
-+
| Having a "Rewrite" Proposal pass | +3 =
|
=
+--------------------------------------------------------+---------------=
-+

-------------------------------------------------------------------------=
----

Dunx
--
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From <DELLIS@U...> Wed Feb 3 03:12:01 1999
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Apologies for my cack handed numbering of Proposals this Week. Proposal 588 
is not missing, I just counted wrongly. 

I'm not going to reissue the Proposals though - there doesn't seem much
point. 
588 will be marked as void in the results at the next Week End. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <WayperP@p...> Sun Feb 7 21:55:55 1999
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Er, can we have an update on the current state-of-play in the games? I
think there are lot of them waiting on dave and, despite promises of action,
we haven't seen anything from him. Dave, can you send me a copy of your
most recent moves, just in case there's a problem with you posting to the
lists? Reach me at 'paulway@e...' or at the address in this email.

Thanks,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <WayperP@p...> Mon Feb 8 16:05:29 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Tuesday, February 09, 1999 1:17 AM, Dunx (Duncan Ellis)
[SMTP:DELLIS@U...] wrote:
> 13 MN-G Flag not in play [1] 
> [1] and shortly to be declared void. How about a Finsbury Option game 
> instead? 

Sounds lovely. I'll be in it.

Fnord,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <DELLIS@u...> Tue Feb 9 05:01:32 1999
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As described in Rule 1.1.2 (A New Game), the Speaker may declare a Game 
void if it does not achieve its starting conditions. Well, Game 13 has 
been an incipient game of Capture the Flag since 19 November 1998 and it 
hasn't started yet. 

I declare Game 13 Capture the Flag to be void. 

A new Game will be announced for the Game 13 slot shortly. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <DELLIS@u...> Tue Feb 9 05:06:42 1999
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Players: 

A new Game 13 will be starting shortly in the Garden Lounge. Unless there 
are strenuous objections, it shall be a Finsbury Option Game. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From David Kenning <KenningD@w...> Tue Feb 9 09:41:38 1999
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Sorry folks for holding play up in just about every game. I just don't have
the energy for this at the moment. I think it's for the best if I go
inactive for a little while.

toodle pip for now,

dave

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From dunx@l... (Duncan Ellis) Tue Feb 9 16:33:08 1999
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From: dunx@l... (Duncan Ellis)
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
587 If Life Gives You Blocks ... 5 1 - 3 Passes
588 --- void --- [a]
589 Enter Stage Right 5 1 - 3 Passes
590 Getting to the Point 5 1 - 3 Passes
591 Rewrite (The Title) 4 1 1 3 Passes
-----------------------------------------------------------------------

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie Kevan miKi Paul Riff
-----------------------------------------------------------------------

587 (RiffRaff) FOR FOR FOR - - FOR - FOR PAS [b]
589 (Kevan) FOR FOR FOR - - PAS - FOR FOR
590 (Kevan) FOR FOR FOR - - PAS - FOR FOR
591 (Kevan) AGA FOR FOR - - PAS - FOR FOR

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie Kevan miKi Paul Riff
- KUDOS ---------------------------------------------------------------

Initial: 8 22 0 0 0 8 16 9 10
Halved: 4 11 0 4 4 5
---------------------------------------------------------------------
FOR Votes: +0 +0 +0 +14 +0 +5
AGA Votes: -0 -0 -0 I I -1 I -0 -0
Decisiveness: +3 +3 +3 n n +3 n +3 +3
Voting/Own: -0 -0 -0 a a +0 a -0 -0
c c c
EP FOR Votes: +0 +0 +0 t t +0 t +0 +0
EP AGA Votes: -0 -0 -0 i i +0 i -0 -0
Finger/Pulse: +0 +5 +5 v v +5 v +5 +5
e e e
Award Ceremony: +0 +3 +0 +4 +0 +3 =
[c]
Kudos Gifts +0 +0 +0 +0 +0 +0
---------------------------------------------------------------------
This Week: +3 +11 +8 +0 +25 +8 +16

Final Kudos: 11 22 8 0 0 33 16 17 21

-----------------------------------------------------------------------
dave Dunx Grimace Jon Julie Kevan miKi Paul Riff
-----------------------------------------------------------------------

[a] just because I can't count...

[b] I'm including dave's Votes, since although e is Inactive as I write
this eir Inactivity was declared after Week End. Hence I've also
worked through the Kudos calculations.

[c] Ruttsborough Award - none
IMCS Clarity Award - RiffRaff (If Life Give You Blocks ...)
CAMREC Cleanup Award - none
Mrs Trellis Award - Kevan (Getting to the Point)
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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From dunx@l... (Duncan Ellis) Tue Feb 9 16:33:16 1999
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From: dunx@l... (Duncan Ellis)
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

Proposals for Voting on in Week Forty
-------------------------------------------------------------------------=
----

Proposal 592 - The Big Issue [Multiple]

1. My Last Copy, Ladies and Gentlemen [Amendment]

To the Possession list in Rule 1.4.18 (The Emporium), add:-

+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Big Issue | 1 Br | Papery, Dispensable |
+---------------------+------+---------------------------------+

{ For those on foreign shores, the Big Issue is a magazine sold in
aid of Britain's homeless, unique for being sold on the street
by volunteers (who get 0.7 Bronze Tokens per sale, or something).
They're a fairly common sight throughout the land, particularly
our fair capital.

An interestingly pressuring sales approach, really - I don't buy
it because I've never found it a very interesting read, and I
prefer to just give loose change to the homeless, yet there's too
often an air of guilt when I respond in the negative to a "Big
Issue, sir?" Tsk. }

2. The Big Issue [Action]


------------------------------------------------------------------------
Action Rule Duration Cost
------------------------------------------------------------------------
[Raising Big Issue] 1.7.x -1 Gr
------------------------------------------------------------------------

A Player may perform the Action of "[Raising Big Issue]" to stir
up the capital's Big Issue sellers. Upon performing this Action, a
Big Issue Sale is put into effect for one Round.

While a Big Issue Sale is in effect, a Player's Turn is illegal if,
at the end of it, e is not carrying a Big Issue and e has not
performed the Action of "[LV-3]" this Turn.

{ This was going to be "Busk Attack!", but carrying around a copy
of the magazine to show future sellers that you've already got
one seemed a pleasing feature. }

3. Fahrenheit 451 [Amendment]

To the end of Rule 1.9.2 (Escalator Fires), add:-

If any Players are situated at that Station, any Papery Possessions
carried by them are destroyed.

{ While I think of it. }

-------------------------------------------------------------------------=
----

Proposal 593 - Proposal - "Line Velocity", starring Keanu Reeves [Action]

------------------------------------------------------------------------
Action Rule Duration Cost
------------------------------------------------------------------------
[Velocity-Bombing <Player>] 1.7.x -2 Re
[Removing Velocity Bomb] 1.7.x -3 Si
------------------------------------------------------------------------

A Player may perform the Action of "[Velocity-Bombing <Player>]" to
attach a Velocity Bomb to the targetted Player, who must be at a =
Station
adjacent to the Actioning Player. Upon performing this Action, the
targetted Player gains a "Velocity Bomb (Dormant)" - an Indestructable
Possession.

If the LV of a Player carrying a Velocity Bomb (Dormant) is ever more
than four, it is immediately replaced with a Velocity Bomb (Primed).

At the end of a Player's Turn, if that Player is carrying a Velocity
Bomb (Primed) and has an LV below five, all of eir Tokens and
Possessions are destroyed, and eir LV is reduced to zero.

A Player may perform the Action of "[Removing Velocity Bomb]" to
destroy a single Velocity Bomb in eir Possession, provided that their
Piece is situated at a British Rail Station. Upon performing this
Action, a Player's LV is reduced to zero.

-------------------------------------------------------------------------=
----

Proposal 594 - Not By a Long Chalk [Multiple]

{ The Chalk Farm rules seem a little unexciting and pointless at the
moment; here's a bit of suggested rewording and replacement. }

1. Board Rubber [Repeals]

Repeal Rules 2.2.1-2.2.3.

2. Chalk Farm Denial [Enactment]

If any Piece is situated at Chalk Farm, the action of "[Opening MC]"
may not be performed.

{ A new idea, replacing the old and slightly-over-powerful "all Termini
on the same Line as you are Wild" thing. }

3. At This Time Of Night? [Enactment]

If, at the end of any Player's Turn, that Player's Piece is situated
south of the Thames, and eir Move was anything other than "Pass", that
Turn shall be considered Illegal.

{ Rather than the currently-weak "You can't cross the Thames in Spoon",
this strongly denies southerly Moves; it's impossible to cross the
river southbound during your Move, and if you're Shunted there by
another Player, you must either return north (through a Move, a Wild,
a Home, or whatever) or Pass. }

4. House Keys [Enactment]

When a Player performs an Action of "[Home: <Station>]", e may claim
a Zone Pass for any single Zone which contains that Station.

{ Reworded. }

-------------------------------------------------------------------------=
----

Proposal 595 - Stop, Lurk and Listen [Repeal]

Repeal Rule 0.4.9 (Lurker Proposals).

{ Comment:
I don't have any particular objection to this, but it has only ever =
been
used once to my knowledge and that Lurker is now a Player so there =
doesn't
seem much point any more.
}

-------------------------------------------------------------------------=
----

Proposal 596 - A Small Matter of Definitions [Amendment]

{ Comment: The Finsbury Option is all very well, but it fails to define
certain important attributes Stations on the new Lines. }

Amend Rule 2.3.1 (More Lines To Play With) by adding the following text:

"Stations on the Thameslink and North London lines which are not already
defined have the following attributes (where Ct, Q and Z are Current,
Quadrant and Zone respectively):

+----------------------------------------------------+
| Station | Ct | Q | Z |
+----------------------------------------------------+
| City Thameslink (TL) | 16 | 0 | 1 |
| North Woolwich (NL) | 79 | 2 | 4 |
| Silvertown & London City Airport (NL) | 79 | 2 | 3 |
| Hackney Wick (NL) | 57 | 1 | 2 |
| Homerton (NL) | 54 | 1 | 2 |
| Hackney Central (NL) | 49 | 1 | 2 |
| Dalston Kingsland (NL) | 45 | 1 | 2 |
| Canonbury (NL) | 39 | 1 | 2 |
| Caledonian Road & Barnsbury (NL) | 34 | 1 | 2 |
| Camden Road (NL) | 25 | 1 | 2 |
| Kentish Town West (NL) | 30 | 1 | 2 |
| Gospel Oak (NL) | 32 | 1 | 2 |
| Hampstead Heath (NL) | 34 | 1 | 2 |
| Finchley Road & Frognal (NL) | 35 | 1 | 2 |
| Brondesbury (NL) | 37 | 1 | 2 |
| Brondesbury Park (NL) | 41 | 1 | 2 |
| Kensal Rise (NL) | 46 | 1 | 2 |
| Acton Central (NL) | 54 | 1 | 2 |
| South Acton (NL) | 57 | 1 | 3 |
+----------------------------------------------------+

"Connections are to be taken from the London Underground map at
http://www.londontransport.co.uk/travel/und_map.html"

{ Comment:
Phew! Had to use a ruler there... These should also be added to the
Calculator.
}

-------------------------------------------------------------------------=
----

Proposal 597 - Six Hours Can Make A Lot of Difference [Amendment]

Amend Rule 0.6.2 (The Week-End) by replacing all occurrences of "11:59am"
with "17:59".

{ Comment:
Your Speaker is highly unlikely to do the Week-End stuff on a Tuesday
lunchtime. As such, it seems more sensible to move it back to a point
where it is conceivable that the paperwork will be done at the =
Week-End.
}

-------------------------------------------------------------------------=
----

Dunx
--
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From dunx@l... (Duncan Ellis) Tue Feb 9 16:53:28 1999
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I haven't forgotten to do the Player Points, I've just run out of energy =
to
finish them off this evening. I've worked out the actual scores, but need=
to
complete the web page displaying them.

As a preview, though, the only Players with any Points at all are:

PaulWay	2
Jonathan	3
miKi	4
Kevan	6
Dunx	6

Since there is a tie for the lead, there is no current Grandmaster.

Proper page with chronology and the full whack later in the week.

Also, would anybody be interested in a Zipped ruleset? I ask because at =
180k the
text ruleset is becoming slow to load.

Similarly, would it be of use to anyone if I zipped up the Proposal =
archive?
Having a local copy of Proposals to do text searches on can be useful, =
and is
currently a little on the painful side to obtain.

Dunx
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From <DELLIS@u...> Wed Feb 10 01:00:14 1999
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Date: 10 Feb 99 08:57:07 +0000
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
To: l-nomic-d@egroups.com
X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-35-dellis=uk.oracle.com@returns.egroups.com's message of 09-Feb-99 16:55
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>Sorry folks for holding play up in just about every game. I just don't have=

>the energy for this at the moment. I think it's for the best if I go 
>inactive for a little while. 

Hope you can come back soon. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From David Kenning <KenningD@w...> Wed Feb 10 02:41:00 1999
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> Hope you can come back soon. 
> 
shall do -- I'll remain hanging around as a spectator at least, but I just
haven't got enough energy to think about moves at the moment.

dave

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From dunx@l... (Duncan Ellis) Wed Feb 10 22:55:32 1999
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From: dunx@l... (Duncan Ellis)
To: l-nomic-d@egroups.com
Date: Thu, 11 Feb 1999 06:48:46 GMT
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I've uploaded the Player Points Archive to the web site. It illustrates, =
I
think, that participating widely does not guarantee a high level of =
success.
miKi in particular has been very successful in mostly competing games e =
won.

Also, note that I've reorganised the Proposal Archive slightly - Year 1 =
and the
EPs are on a separate page, Year 2 will be hived off when we turn into =
the new
Year. With any luck this will make things quicker to load.

Dunx
--
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From <DELLIS@u...> Thu Feb 11 09:44:15 1999
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Note to world: I have played several Moves in the last day (in Games 12-14) 
but none of them have turned up yet. 

Patience, please, while I investigate Demon's mail servers. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From <DELLIS@u...> Fri Feb 12 09:02:28 1999
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Date: 12 Feb 99 13:48:40 +0000
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-37-dellis=uk.oracle.com@returns.egroups.com's message of 10-Feb-99 00:25
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Proposals for Week 40 included: 

> Proposal 592 - The Big Issue [Multiple] 
Interesting - I love the idea of the Big Issue being in the Game. 

I have some misgivings, though - 

> 2. The Big Issue [Action] 
> [Raising Big Issue] 1.7.x -1 Gr 

First of all, this seems awfully cheap. Especially when... 

> While a Big Issue Sale is in effect, a Player's Turn is illegal if, 
> at the end of it, e is not carrying a Big Issue and e has not 
> performed the Action of "[LV-3]" this Turn. 

I suppose you can always Pass, but what happens if you have an LV of less 
than 3? [LV-3] would itself be Illegal. 

> 3. Fahrenheit 451 [Amendment] 
> 
> To the end of Rule 1.9.2 (Escalator Fires), add:- 
> 
> If any Players are situated at that Station, any Papery Possessions 
> carried by them are destroyed. 

Well that makes perfect sense, but what's it doing here? 


> Proposal 593 - Proposal - "Line Velocity", starring Keanu Reeves [Action] 

Highly entertaining. The possibilities for mayhem that are possible in 
combination with the Big Issue sale are particularly inviting. 


> Proposal 594 - Not By a Long Chalk [Multiple] 
> 
> { The Chalk Farm rules seem a little unexciting and pointless at the 
> moment; here's a bit of suggested rewording and replacement. } 

Er... I rather disagree, I think they're alright as they are. Granted that 
CF'84 doesn't vary the Vanilla ruleset that much, but then I don't think 
there needs to be much variation to radically alter the flavour of the 
game. 

In actual fact, my feeling is that this alternate version of CF'84 is 
largely orthogonal to the existing CF'84 Special Ruleset and would be 
better implemented as a separate set of Special Rules. 

> 2. Chalk Farm Denial [Enactment] 
> 
> If any Piece is situated at Chalk Farm, the action of "[Opening MC]" 
> may not be performed. 

Shades of Gordon Brown? 

> 4. House Keys [Enactment] 
> 
> When a Player performs an Action of "[Home: <Station>]", e may claim 
> a Zone Pass for any single Zone which contains that Station. 

Much better wording, in fact the only part of this Proposal I'm really 
happy with. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
<I work for Oracle, I don't speak for them>

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From riffraff@n... (RiffRaff) Fri Feb 12 18:13:43 1999
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>
>> Proposal 593 - Proposal - "Line Velocity", starring Keanu Reeves [Action]
>
>Highly entertaining. The possibilities for mayhem that are possible in
>combination with the Big Issue sale are particularly inviting.

Amusing, but way too powerful, imo. Only 2 red for something that costs 3
silver to get rid of, or it destroys all your tokens and possessions?
Plus, it doesn't specify what kind of action it is. You could play it as a
pre-move action against someone who already has a LV of 5, then shunt them.
On their turn, they can't build up more speed than 3. Kaboom! For only 2
red tokens...

--Riff



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From riffraff@n... (RiffRaff) Sat Feb 13 15:34:28 1999
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>X-From_: kevan@s... Sat Feb 13 06:31:43 1999
>From: kevan@s...
>To: riffraff@n...
>Subject: RE: MN: Re: Year 2, Week 40 Proposals
>Date: Sat, 13 Feb 1999 05:34:14 -0600
>
>
>>Amusing, but way too powerful, imo. Only 2 red for
>something that costs 3
>>silver to get rid of, or it destroys all your tokens and
>possessions?
>
>You have to be next to the Player to attach it, though,
>which does (as with the other Clamps and things) leave
>you very open to retaliation. Unless I've missed things,
>the playing of Clamps seems very rare.
>
>Three Silver might be a bit too much, although if you're
>zipping round the map at high speeds, you should be able
>to pick up Silvers quite easily.
>
>>Plus, it doesn't specify what kind of action it is. You
>could play it as a
>>pre-move action against someone who already has a LV of 5,
>then shunt them.
>>On their turn, they can't build up more speed than 3.
>Kaboom! For only 2
>>red tokens...
>
>Careless - I meant it to be Post-Move (the adjacency
>preventing it being combined with a Shunt). Tsk.
>
>I'm not sure how powerful the above tactic is, mind; to
>Shunt after attaching a Bomb, you're likely to need (fiddly
>Zone 1 round-the-houses routes aside) an LV of 1, which
>puts the victim at an adjacent Station, ready to fight
>back. And Nantucketting Possessions will save them from
>destruction, just as Hoarding Tokens would.
>
>I think I'd have to see how it panned out, really. Maybe
>making it a Post-Move Action is all that's required,
>although possibly the removal cost could be altered. And
>maybe something about it affecting all Players at a
>Station when it explodes, to make the Bomb itself a bit
>of an offensive weapon. (Perhaps worth bringing in line
>with Suspect Packages, for a generic "explosion" effect.
>Hmm.)
>
>My thumbs are up, incidentally, to all other Proposals
>this Week.
>
>Kevan
>
>
>_____________________________________________
>Get your free personalized email address at
>http://www.MyOwnEmail.com
>



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From kevan@s... Sun Feb 14 10:11:17 1999
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I was somewhat taken aback to find myself quoted in the 
Sunday papers
this morning...

--

Many fans of Radio 4's "I'm Sorry I Haven't A Clue" may 
have assumed
that the point of the celebrated game Mornington Crescent 
was that the
players only pretend there are rules. The 20,000-odd words 
of the
Mornington Nomic rule set prove otherwise; as does the even 
longer
Encyclopaedia Morningtonia, published by a nucleus of "MC" 
devotees in
York. 

The Nomic principle, already used to explain the weird 
world of
LambdaMOO, can now elucidate one of our home-grown 
mysteries. In these
fat files, newbies can find explanations of the finer 
points of play,
such as the Finsbury Option, the Septimus Divergence 
(moving to Seven
Sisters), line velocities, and "foetal" stations (still 
under
construction). 

Foetal stations have coefficients of 1.4 times those of 
"ghost"
stations, defunct destinations such as British Museum and 
Aldwych. You
can watch a game in progress too, although as in LambdaMOO, 
it soon
disappears beneath a sea of banter straight from a post-
graduate student
party. Player Gil Williamson also offers an automated game 
that can be
played by clicking on a section of Tube map. 

But nowhere will you find the answer to the game's 
fundamental paradox,
set out in the Mornington Nomic FAQ: "Mornington Nomic 
starts with but
two essential playing rules: 'The Winner is the first 
Player to Move to
Mornington Crescent' and 'No Player may Move to Mornington 
Crescent'."

-- Technofile, The 
Independent, 14/2/99


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From <DELLIS@u...> Mon Feb 15 00:34:38 1999
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Date: 15 Feb 99 08:30:16 +0000
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Apologies - GSDs delayed due to Speaker idiocy. 

Resend tonight. 

-- 
Dunx 
IRL: Duncan Ellis, Senior Software Engineer, Business Modelers, Oracle 
General:	http://ukp6612.uk.oracle.com/dunx/index.html 
Volleyball:	http://ukp6612.uk.oracle.com/volleyball/index.html 
<I work for Oracle, I don't speak for them>

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From dunx@l... (Duncan Ellis) Tue Feb 16 15:39:45 1999
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From: dunx@l... (Duncan Ellis)
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

Proposals for Voting on in Week Forty-One
-------------------------------------------------------------------------=
----

Proposal 598 - Extending Attacks [Enactment]

=46or simplicity, the rest of this Rule refers to the Player or Object
affected by the Action as the Target and the Player performing the Action=
as
the Actor.

Any Action which requires the Actor to be adjacent to a Target may be
Extended. This is done by adding the text '(Extend: <n>)' into the text =
of
the Action. This addition of text does not change the validity of the
Action - thus, a '[Spooning <Player> (Extend: 1)]' Action is as valid as =
the
equivalent '[Spooning <Player>]' Action. '<n>' is the cost in Red tokens
expended in the Extension.

=46or each Red token expended in the Extension, the Target can be up to =
three
Stations distant from the Actor. The Target must be on the same line as =
the
Actor, and the Line Segment between the Target and the Actor must not
include any change in Line Direction.

-------------------------------------------------------------------------=
----

Proposal 599 - The more Targets the merrier! [Enactment]

=46or simplicity, the rest of this Rule refers to the Player or Object
affected by the Action as the Target and the Player performing the Action=
as
the Actor.

Any Action which requires the Actor to be at the same Station as a Target
may be Proxied. This is done by adding the text '(Proxied)' into the =
text
of the Action. This addition of text does not change the validity of the
Action - thus, a '[Spooning <Player> (Extend: 1)]' Action is as valid as =
the
equivalent '[Spooning <Player>]' Action.

Proxying an Action costs one Green Token and one Blue Token. An Action
Proxied in this way may be also Extended in the appropriate manner.

-------------------------------------------------------------------------=
----

Proposal 600 - Flat Terrain [Repeal]

Repeal Rule 1.6.2, relating to the velocity gains and losses when
encountering High and Hill stations.

-------------------------------------------------------------------------=
----

Proposal 601 - Stop Worrying and Love the Bomb [Multiple]

1. Clean Slate [Repeal, Amendments]

Repeal any Rule entitled "Line Velocity, Starring Keanu Reeves", and
remove related Actions from the Action tables.

2. The Velocity Bomb [Action]

------------------------------------------------------------------------
Action Rule Duration Cost
------------------------------------------------------------------------
[Velocity-Bombing <Player>] 1.7.x -3 Re
[Removing Velocity Bomb] 1.7.x -2 Si
------------------------------------------------------------------------

A Player may perform the post-Move Action of "[Velocity-Bombing
<Player>]" to attach a Velocity Bomb to the targetted Player, who must
be at a Station adjacent to the Actioning Player. Upon performing this
Action, the targetted Player gains a "Velocity Bomb (Dormant)" - an
Indestructable Possession.

If the LV of a Player carrying a Velocity Bomb (Dormant) is ever more
than four, it is immediately replaced with a Velocity Bomb (Primed) =
(also
an Indestructable Possession).

At the end of a Player's Turn, if that Player is carrying a Velocity
Bomb (Primed) and has an LV below five, the Bomb explodes as if it =
were
a Suspect Package which had just been detonated.

A Player may perform the Action of "[Removing Velocity Bomb]" to
destroy a single Velocity Bomb in eir Possession, provided that their
Piece is situated at a British Rail Station. Upon performing this
Action, a Player's LV is reduced to zero.

3. Hello, Bomb? [Amendment]

Reword the second and third paragraphs of Rule 1.7.30 (Suspect
Package Detonation) to:-

When this Action is played, the Package detonates. Upon a Suspect
Package's detonation, the Station at which it rests becomes Heavily
Damaged, the Package is removed from play, and all Stations less than
three stops away are Blasted.=20

When a Station is Blasted, any Token Stack at that Station is =
destroyed,
and any Players at that Station lose all of their Possessions and must
play a Move of "Pass" with no Actions as their next Turn. If a Suspect
Package rests at a Blasted Station, it detonates.

-------------------------------------------------------------------------=
----

Proposal 602 - The Green Clamp [Action]

------------------------------------------------------------------------
Action Rule Duration Cost
------------------------------------------------------------------------
[Greening <Player>] 1.7.x -2 Gr
[Degreening] 1.7.x -2 Gr
------------------------------------------------------------------------

A Player may perform the post-Move Action of "[Greening <Player>]",
where <Player> is a Player with a Piece adjacent to the Actioning
Player's Piece position. A Greened Player gains a "Green Clamp"
Possession. Green Clamps are Indestructable Possessions.

At the end of any Turn of a Player carrying a Green Clamp, if that
Player has sufficient Tokens to perform a "[Recycling]" Action, but
has not performed such an Action this Turn, eir Turn is Illegal.=20

A Player may destroy a single Green Clamp which they are carrying,
by performing the Action of "[Degreening]" whilst at any Green
Station.

-------------------------------------------------------------------------=
----

Proposal 603 - Blackballing [Repeal]

Repeal Rule 1.1.6 (Club Structure).

{ Comments : Deeply under-used, and unlikely ever to be very
significant in a forum of few players. I think the semi-chosen
pairings of Team Games are enough of a substitute, really. }

-------------------------------------------------------------------------=
----

Proposal 604 - Chlorofiller [Rewrite]

Rewrite Rule 1.8.2 (Parks and Greens Cascade):-

A Player may perform the Action of "[Parks and Greens Cascade]" to
put such a Cascade into effect, provided that eir Piece is situated
at a Park or Green Station.=20

While a Parks and Greens Cascade is in effect, a Move to a Station
which is neither a Park, Plant nor Green Station is Invalid, unless
the Player taking eir Turn has performed a "[Cascade Sidestep]"
Action during that Turn.=20

A Player may perform the Action of "[Terminating Cascade]" to end a
Parks and Greens Cascade, provided that eir piece is situated at a
Plant Station.=20

{ Just bringing one of our oldest Rules in line with current
wording. }=20

-------------------------------------------------------------------------=
----

Proposal 605 - Token Edit [Rewrite]

Rewrite Rule 1.4.10 (This Token has a Cash Value of 0.0001p):-=20

Any Player may perform the Action of "[Bonanza]", provided that its
cost is paid with ten Plastic Tokens of the same colour. Upon
performing this Action, the Actioning Player gains one Gold Token.=20

"[Bonanza]" is considered a Token Exchange Action.=20

-------------------------------------------------------------------------=
----

Proposal 606 - Resigning Issue [Multiple]

{ Comment: Here I was, all set to issue a Resignation Proposal, and I
realise it's no longer a legal Proposal type. Curses. Best fix it
then.
}

[Amendment: Resign On the Dotted Line]
Amend Rule 0.4.1 () by add the following Proposal type to the list:

"* Resignation - To force another Player to Resign."

[Amendment: Last Bastion of Otherness]
Amend Rule 1.1.3 (Resignation) by making the first paragraph read thus:

"Any Player may Resign from a Game of Mornington Crescent by posting a
message to the Discussion Lounge informing the other Players of eir =
wish. Any
Player may submit a Proposal of Type Resignation, Proposing that a =
Player be
Forced to Resign.

[End of Resigning Issue]

-------------------------------------------------------------------------=
----

Dunx
--
Ceci n'est pas un .sig

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From dunx@l... (Duncan Ellis) Tue Feb 16 15:39:46 1999
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From: dunx@l... (Duncan Ellis)
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
592 The Big Issue 2 1 2 3 Fails=20
593 "Line Velocity", starring ... 3 1 1 3 Passes [a]
594 Not By a Long Chalk 1 1 3 3 Fails=20
595 Stop, Lurk and Listen 3 1 1 3 Passes
596 A Small Matter of Definitions 4 1 - 3 Passes
597 Six Hours Can Make A Lot ... 4 1 -