Real MC

Ruleset

Contents

1 - Introduction
2 - Turns
3 - Moves
4 - Tokens
5 - Actions
6 - Appendices

Section 1 - Introduction

x.1 - Introduction

Mornington Crescent (MC) is a game played on a map of the London Underground.

x.2 - For Real?

For those who come from !York/MCiOS/OrangeMC/Pants or have heard MC played on I'm Sorry I Haven't A Clue this game is serious and does have rules.

x.3 - Spivak Terms

The Spivak terms "e", "em", "eir", "eirs", and "emself" should be interpreted as gender-neutral third person pronouns which are the singular variants of their plural counterparts "they", "them", "their", "theirs", and "themselves" respectively.

x.4 - Aim

The winner of a game of Mornington Crescent is the first player to put eir piece on the station of Mornington Crescent. Initially MC is closed, so players may not move there until [Open MC] is played.

x.5 - The Game in 60sec

Section 2 - Turns

x.1 - Turns

The Game of Mornington Crescent is divided into turns, each taken by different player, in sequence. During each turn, a player may make a move and perform actions.

x.2 - Turn Phases

Each turn has four distinct phases, which must be performed in the following sequence:

Multiple actions are permitted, provided that there is only one example of a particular action type made that turn.

x.3 - Playing Sequence

After a player has taken eir turn, it becomes the turn of the next player in the token table at the top of the GSD. If there are no further players in the token table (or no turns have yet been played), it becomes the turn of the first active player in the token table.

x.4 - Blue. No, Yelloaaarggghh...

A player may take back eir most recent turn and post a replacement GSD to the game lounge, provided that no other players have taken eir turn or have buzzed the player since. The replaced turn is deemed never to have occurred.

x.5 - Timing is Everything

Players have 36 hours to submit eir turn, starting from the time the previous turn was submitted. Saturdays and Sundays are ignored for the purposes of this rule, so that if a player submits a turn at 10am on Friday, the next player has until 10pm on Monday to submit eir turn. A player may still submit eir turn at the weekend, in which case the 36 hours start at 0000GMT Monday.

If a player does not submit eir turn within this time, any player from that game may submit a turn containing the move of "Timeout" (with no actions) for that player, and advance the game time by one hour.

If the forcing player is able to take eir turn directly after the forced player, e may submit eir turn on the same GSD.

Section 3 - Moves

x.1 - Moving

x.2 - Token Bonuses

Players can get a token bonus for moves if they land (finish their move) on special stations:

Green station+1Gr
Interchange+1Re
BR Station+1Bu
Zone <x>+<x> Bk where <x> is the last zone moved to.
Termini (zone 3/4/5)+1Br
Players cannot claim a token bonus for a station landed on if the player has claimed a token bonus for that station within eir last 3 turns. You can still land on the station, just not get the bonus. You can also get more than 1 bonus per turn (Green Park is +Gr, +Re, +Bk).

x.3 - Mornington Crescent

The station of Mornington Crescent is, by default, closed. This means no player occupy Mornington Crescent unless e plays [Open MC].

x.4 - Pieces

Each player has 1 piece. The piece represents eir position on the Board. A piece may only occupy one location at a time.

Section 4 - Tokens

x.1 - Tokens

The unit of currency in MC is the token. There are several different types of token, each type is used for different types of actions. A player may not have less than 0 tokens of any type.

  • Black (Bk): For movement and movement-based actions. The zone bonus makes them plentiful, so we don't need any other means of collecting them.
  • Red (Re): For actions that directly affect other players (i.e. attacks)
  • Blue (Bu): For actions that indirectly affect other players or affect the game as a whole (i.e. changes to game state)
  • Green (Gr): Neutral or miscellaneous actions.
  • Bronze (Br): : Used for minor actions, to add extra cost to more powerful actions, and possibly as upkeep to actions with duration
  • Silver (Si): For extra-powerful actions, and to cash in for Gold.
  • Gold (Go): For extremely powerful actions, and for winning.

A player may not hold more than 10 Black tokens at the end of eir turn.

x.2 - Conservation of Tokens

When an item or action is paid for, the cost is removed from the player's tokens. If a player has insufficent tokens then the action may not be played/item not bought.

NOTES:Something about tokens cannot be created out a thin air, or exist in two placs at once.

x.3 - Stacks

Section 5 - Actions

x.1 - Actions

NameCostDurationPhaseDetails
Block-Re10post [Block <station>]

A station can be blocked using the block action, provided the blocking player is at a station adjacent to the station to be blocked. Once a station is blocked a piece may not move to or through it for one round. MC may not be blocked.

Create Token?free?30post [Create <token> on <station>]

A player may create a non-metallic token on the top of the stack at any station e has passed though this turn.

Drop-<token>10post [Drop <token> on <station>]

A player may play the drop action to place a token on the top of the Stack of any station passed through this turn.

Exchange-x, +y0post [Exchange <x> to <y>]

The Exchange action allows a player to change tokens of one type for tokens of another. It may only be played when the player is on Bank station.

Allowable exchanges are:
4Br -> 1Si
1Si -> 4Br

Eg. [Exchange 4Br to 1Si]

Move-Bk for each step beyond the 3rd?neu <station>(<line>) via <route>

Allows the player to move eir piece.

Open MC-3Go30pre [Open MC]

If the Open MC action is played Mornington Crescent becomes open for the rest of the turn.

Pick Up-Gr, +<token>20post [Pick up <token>]

If the player occupies a station which contains a token Stack e may pick up the top token from the Stack using the Pick Up action. After this action is played the token is removed from the Stack and added to the player's tokens.

Section 6 - Appendices

x.1 - Glossary

adjacent: One station is said to be adjacent to another if there is a line segment going between the two stations.
blocked: When a station is blocked a piece may not step to or occupy it.
board: Another name for map.
BR station: A BR station is one that has a connection to the national railways network.
closed: A piece may not occuy a closed station at the end of its players turn.
has: The term has refers to any event that has already happened. Specifically "has passed through...this turn" and "has occupied...this turn" mean events that happened before the action or event that refer to it, not any event this turn.
interchange: An interchange station is one that has at least 3 adjacent stations.
line: A thing on the map.
line change: A line change occurs when a player finishes a step on a different line to th one started on.
line segment: A line segment is a piece of line that goes between two stations and has no intermediate stations.
mainline: Another name for a BR station.
map:
MC: Short for Mornington Crescent.
Mornington Crescent: A station on the London Underground. Also the name of a game.
move: A piece's move is its motion during the movement Phase of a player's turn.
neutral actions: Actions that may be played before or after the player's move.
occupy: A player occupies the station eir piece is currently located at.
open: A station is open if it is not closed or blocked.
pass through: A station is passed though if it has been stepped to and from during a turn.
piece: Each player has a piece to represent eir on the board.
player: Some enitity playing the game with a piece on the board and following the rules (usually a person).
post-move: Actions that may only be played after the player's move.
pre-move: Actions that may only be played before the player's move.
round: A round is a sequence of turns in which all players play. An effect which is said to endure for one round lasts from the point at which the effect begins until the same point in the next Round (turn phases to be rounded up).

Specifically, if something begins during the post-move phase of a player's turn and lasts for one round, then that something stops at the end of the post-move phase in that player's next turn.
shortest route: The shortest route between two stations is the route that takes the least number of steps.
step: A step is moving to an adjacent station.
terminus: A terminus station is one that has exactly one adjacent station on some line.
turn: A player's turn is the combination of the eir move and actions played during one Round.
zone: A thing on the map.

x.2 - Todo

x.3 - Update Log

  • Date: updates